over 1 year
ago -
VOID Interactive
-
Direct link
Transcript (by Youtube)
0s | recording and AMA has started so let's |
---|---|
3s | just have everybody uh introduce |
5s | yourselves starting with kilo and making |
7s | our way over |
10s | yo um kilowatt uh programmer with uh |
14s | void Interactive |
17s | nice I can't see my uh my name on the |
20s | list so if it's fine I'll just hop on |
21s | board |
22s | um my name is Gerard I'm an ERG and I'm |
25s | basically the one that does character 3D |
29s | models or helps with like the gear sets |
30s | of like our characters and a lot of the |
33s | side of the civilian stuff |
38s | so yeah I'm dead pixel I'm a UI ux |
41s | designer and I also help with uh some |
43s | people experience design |
49s | and then Music Man Zach |
51s | hey I'm Zach audio director uh Slash |
55s | composer for Ron uh very happy to see |
57s | everyone uh starting to kind of round |
60s | themselves in here it's gonna be it's |
62s | gonna be a good one |
65s | hey guys uh |
69s | uh my name is Mark I'm the uh art |
72s | director on the project and one of the |
74s | core |
75s | um content creators for the environments |
76s | as well |
81s | all right and if you give me a very |
84s | quick second |
87s | good job everyone good at AMA let's do |
89s | this |
95s | Mr Boyd |
97s | we have uh |
98s | hello hello |
102s | we you you just uh just happened to pop |
104s | in right after introduce yourself at the |
106s | end of introductions oh okay hey uh good |
109s | morning good evening good whatever |
112s | Wherever You Are |
114s | um I'm Julio Rodriguez CEO Boyd |
117s | interactive happy to join that might |
119s | sound a bit groggy I've been traveling |
120s | for the last 15 hours just got off a |
123s | plane so |
124s | forgive the uh a bit of grogginess right |
127s | here I am nice nice are you uh this side |
130s | of the pond now here we go no um uh it |
134s | depends which pun you're talking about |
137s | are you in the uh European area at the |
141s | moment yeah I'm in Croatia for the |
143s | reboot video game conference yeah |
146s | nice nice it's awesome all right well I |
150s | guess um |
157s | is traveling no yeah that's what I was |
160s | thinking too yeah that's what I thought |
161s | as well yeah he's meant to join me here |
164s | I think he's still on a plane yeah I |
166s | think I think what happened was he saw |
167s | the time and went yeah I can do that and |
169s | then didn't take him the fact that when |
171s | he's traveling on a plane the time zones |
172s | are changing |
174s | oh dude that's rough yeah that's that's |
177s | honestly what I wanted to be happening |
179s | to figure out but |
182s | um |
183s | we'll front load |
185s | awesome to see so many people turning |
188s | into the chat we're at 130 going of 40 |
190s | 150. there you go yeah all right more |
194s | more and more that's awesome thanks |
196s | thanks so much for coming on board |
198s | uh yeah it's always fantastic to talk to |
202s | everyone and sort of like |
204s | um you know it allows us to share our |
206s | creative Thoughts with you guys and you |
208s | know just kind of like really |
211s | um yeah just like interacts and you know |
213s | it means a lot that everyone's turning |
215s | up to have a big chat with us |
217s | all right and I guess uh to try and keep |
220s | things a little easy on uh this is |
222s | really nice |
228s | it's uh it's definitely interesting |
230s | being able to interact with the |
231s | community and all the |
233s | all the people into this it's also kind |
236s | of humbling because like I begin a lot |
239s | of this as a as a modder for the |
241s | community itself so it's it's funny to |
244s | be on the other side now |
247s | it's also another cool experience to |
250s | have |
253s | excellent so can can |
257s | um |
257s | so we will just take uh questions or can |
261s | you son of a [ __ ] just sort of the the |
264s | etiquette or the housekeeping how we're |
266s | going to manage this event |
282s | table no questions yeah yeah all right |
285s | sorry can you hear me now there is yeah |
287s | yeah yeah okay that was weird oh man I |
289s | should have said no I started talking |
291s | and people can hear me okay so I guess |
293s | in in respect of uh Mr Julio feeling |
296s | groggy we'll we'll start off with um |
299s | we'll start off with him and get give |
300s | him a chance to kind of |
302s | sit back for the rest of the name and |
304s | kind of and kind of uh pop in whenever |
307s | he he feels he's got something to add |
309s | how's that sound |
311s | oh that's fine I'm happy to to |
313s | contribute uh and answer any questions |
315s | absolutely all right |
318s | um I guess the first question that might |
320s | might have some interesting stories |
321s | about around it is uh how did you meet |
324s | Sterling and how did void become a thing |
328s | all right I'm gonna borrow the the the |
330s | the guys who've heard the story like |
333s | three or four times but uh happy happy |
336s | to share the story |
338s | um |
339s | so uh way back when you know |
344s | um before I became involved with uh with |
348s | the guys with three guys to one young |
350s | guy from New Zealand two young guys from |
353s | Australia |
354s | uh they they met playing daisy |
358s | um |
359s | they became friends you know they were |
361s | 14 18 19 years old |
364s | um and somehow they sparked this magical |
367s | friendship you know and |
369s | in Australia uh you don't often get like |
374s | significant traumatic events and back in |
379s | I think it was 2014 |
382s | uh there was an event called the Sydney |
385s | Siege so at Elite cafes some |
389s | organization had taken some hostages and |
392s | it was quite traumatic for the |
394s | Australian public and as I remember |
397s | Sterling said that he was quite |
400s | impressed he was like 13 or 14 at the |
403s | time |
404s | um by that event and so it compounded |
407s | with other experiences |
411s | um that he had in video games plus now |
413s | there's this real life event that that |
415s | kept sort of resonating in his head so |
419s | fast forward |
420s | a few years |
422s | he approached his his two buddies and |
426s | said hey we should make the video game |
427s | we should make a video game about uh |
431s | SWAT |
432s | and yeah okay let's let's do it you know |
435s | so off they go these uh three friends |
438s | like I said two Australians and one kiwi |
442s | as we call new zealanders I started |
445s | building a swat-based video game |
449s | at the time they titled it |
452s | code 10 and as as I've been told the |
456s | story they worked on it for over a year |
459s | you know just tinkering around uh books |
463s | uh Sterling and the other colleague from |
465s | Australia had some experience uh |
469s | producing 3D art and other |
471s | type of support things for games like |
474s | burden or days of war and things of that |
477s | nature and the guy from New Zealand new |
480s | programming and coding and was a really |
483s | Avid gamer |
484s | but never had built a video game before |
488s | but anyway they had division they said |
490s | yep let's build this game |
492s | and they went for it |
494s | so they tinkered for about a year as I |
500s | understand it maybe over a year |
502s | and then took a step back or two step |
504s | back and looked at the game and said wow |
507s | this is complete rubbish |
509s | uh let's Chuck it away and let's start |
511s | all over again |
513s | and so they did and they started under |
516s | the new tile ready or not |
518s | so so here they go they begin to work on |
522s | ready or not |
524s | and I think they've progressed it maybe |
527s | a month or two as I recall |
530s | and that's when my involvement uh sort |
534s | of when I come into the picture |
536s | so my background is not in video games |
539s | my background is in operational |
543s | management business management those |
545s | sorts of things I had moved to New |
548s | Zealand back in 2012 with my family |
552s | uh to you know for an executive role at |
556s | a large food company |
558s | and this one day I'm working at my |
561s | office and I had problems |
563s | with my computer you know the the |
565s | glitches the the menus won't work or |
568s | whatever so you do what you do you call |
571s | 1-800 uh it hey guys come fix my |
576s | computer |
577s | and so this young guy shows up and |
581s | normally you just step aside tell them |
584s | what the problem is and you know they |
586s | they fix your your your your kid and and |
589s | off they go |
592s | um but when this guy walked in and and I |
595s | made fun of him and he said no you know |
597s | he kind of says no but my impression was |
600s | he looked a bit pale skin he walked a |
603s | little funny uh looked like a real |
606s | computer geek you know like a like |
608s | somebody who could really use a friend |
610s | you know |
611s | and so I took it I said hey you know |
614s | let's have a chat so we we started |
616s | having a friendly conversation |
619s | and he started to tell me about his |
622s | Hobbies he said I like to longboard and |
625s | I like to play video games and in fact |
628s | I'm building a video game with a couple |
630s | of friends from Australia |
633s | and that was really interesting to me I |
636s | I like video games I I had not been in |
639s | the video games industry but I really |
641s | like video games you know avid player of |
644s | Age of Empires you know and those sorts |
647s | of strategy games of course I played on |
649s | the Wii a lot with my kids |
651s | and so Ryan uh or ryro NZ as people know |
656s | him on the Discord |
658s | uh began to tell me about this game |
660s | which was a SWAT based game |
663s | and instantly it had appealed for me |
666s | because as I've shared with some of you |
669s | uh in in my family too we had uh quite a |
673s | significant |
674s | uh event that involved you know uh |
677s | police and a shooting |
679s | um you know for those who don't know |
681s | back in |
683s | 1984 so very long time ago I was about |
687s | 12 12 at the time and there was a mass |
690s | shooting at a McDonald's restaurant |
692s | in San Ysidro California |
696s | so a gunman walked in with a pistol a |
700s | long rifle and uh Uzi um machine gun and |
705s | he basically just started killing people |
708s | shooting people |
710s | and my my cousin my first cousin was |
713s | working at that restaurant at the time |
717s | um and she you know her and a colleague |
719s | managed to |
721s | Scurry to the back of the restaurant and |
724s | hide |
724s | inside of a closet while they could hear |
727s | the gunshots and the screaming and all |
730s | the Calamity and Chaos that was |
732s | happening |
733s | uh quite quite traumatic as you can |
735s | imagine in us and the whole family just |
738s | glued to television basically watching |
741s | what was unfolding |
743s | at this McDonald's restaurant and |
747s | um luckily my uh cousin survived the |
751s | ordeal |
752s | shot that from from not dying but didn't |
755s | survive the the emotional and |
758s | psychological |
764s | or some of her friends died that day she |
767s | heard Agony and screaming |
769s | as she and then she saw of course a lot |
772s | of Carnage and blood as she was being |
774s | walked out |
775s | of the restaurant and and it was |
777s | ultimately a SWAT uh police sniper that |
780s | took out the gunman in that instance |
784s | but very traumatic event uh you know was |
788s | was on TV and then for many years to |
791s | come sadly uh similar events happen |
794s | um |
795s | in particular in the United States you |
797s | see these things |
799s | um you know pop up on the eight o'clock |
800s | at 10 o'clock whatever the news Cycles |
803s | and it's delivered to you as |
806s | entertainment almost you know and and |
809s | you see |
810s | on the newsreel oh there's been a |
812s | shooting here or been a shooting there |
813s | or there's been this event |
815s | and you can only see it um and you |
818s | suffer almost anxiety because you can't |
820s | do anything about it you just kind of |
822s | witness it but you you sit there |
825s | helpless |
826s | uh to do anything about it so uh just |
829s | fast forward to that moment when uh Ryan |
832s | uh told me about this video again that |
834s | puts you in the boots of a SWAT officer |
837s | and you get to get engaged in the you |
840s | know in the event and you know to some |
842s | degree you know have an impact on it |
845s | uh it captivated me |
847s | um so we had we finished the |
849s | conversation he told me about the |
851s | concept for the game and he moved on |
853s | with this day uh after that I did quite |
857s | a bit of research on uh video games |
860s | industry |
861s | um this kind of video game and I also |
863s | did some research on ryro |
866s | and everything was like oh wow you know |
869s | great industry a lot of growth uh it |
871s | does look like there's room for a game |
873s | like Ready or Not uh given you know |
876s | there's Legacy games but nobody's really |
878s | been working much in that space for a |
881s | while |
882s | and then I asked around about Ryan oh |
884s | yeah he's a genius you know he's the |
886s | best I.T guy we've ever had he could |
888s | solve any problem and it gave me |
890s | confidence so so I called him back and |
893s | and he come to my office and I said hey |
896s | Ryan What's it gonna take |
898s | uh for you to finish this video game |
901s | and uh you know uh time and money and |
905s | and then that's when I popped the |
907s | question you know I didn't quite get on |
909s | my knees or anything but I said I've got |
912s | an idea for you Ryan |
914s | um why don't you quit your job |
917s | I'll pay your salary and we could finish |
919s | this game together |
921s | and his jaw sort of dropped and he's wet |
923s | you're joking man he thought I was just |
926s | kidding around but I wasn't I was that |
928s | serious I said no I'm serious you could |
930s | quit your job today |
932s | pay your salary and we'll finish this |
934s | game together and then he He suggests |
936s | well what about my buddies and these |
938s | were his two friends in Australia so we |
941s | had a phone call later a couple of weeks |
944s | after that uh I flew around into |
946s | Melbourne Australia |
948s | uh we had about a week together |
951s | they're in downtown and after that week |
953s | uh was was was concluded we agreed to uh |
957s | formally you know form this this |
960s | business together where I would fund uh |
963s | these three uh budding guys you know |
965s | that wanted to build this this game and |
968s | I would take care of everything else you |
970s | know legal contracts out of Marketing uh |
972s | office janitorial you name it you know |
975s | everything that I needed to do to make |
978s | sure that they could have all the mental |
980s | space and resources to just work on the |
983s | game |
984s | uh so that was sort of the beginning |
987s | when when I first met Sterling so Ryan |
990s | and I went to to Melbourne we knocked on |
992s | the door |
993s | and they opened the door and and it was |
996s | great because even though Railroad and |
998s | steriles and other friends had been |
1001s | collaborating on this video game already |
1003s | for a number of years and playing |
1004s | together they actually had never seen |
1006s | each other they only had collaborated on |
1008s | you know through chat chat channels and |
1011s | stuff like that so it was pretty special |
1013s | pretty cool that that day |
1016s | uh and then just that time uh that that |
1019s | we spent together |
1021s | and I felt you know other than coming to |
1024s | just an agreement you know it felt |
1026s | pretty special to me I felt like wow |
1028s | these are really special guys you know |
1030s | they have a real passion and a vision |
1032s | for it uh and I can back this so it was |
1036s | sort of a match made in heaven you could |
1038s | say uh and that was the uh the beginning |
1041s | of |
1042s | um I mean like I said they had already |
1044s | been working on it but then that became |
1046s | sort of the official beginning |
1048s | avoid interactive from a business point |
1051s | of view |
1053s | um yeah is that is that enough info or |
1055s | too much |
1057s | nah that's that's exactly what we're |
1059s | looking for |
1061s | yeah I'll take the distance |
1064s | you over did it Jules overwhelmed no |
1068s | that was awesome yeah really really |
1069s | awesome stuff I mean I'd say like you |
1071s | know just from everything I I you know |
1073s | all my interactions the jewels I'm not |
1075s | surprised that it all started because |
1076s | Jules of slog and it was like I want to |
1077s | be this guy's friend |
1081s | that's so crazy I'm sorry like I I've |
1085s | been working with like the company for |
1087s | like this long and I never had the |
1088s | proper chance to actually like like meet |
1090s | you which is funny but uh that's not |
1093s | far-fetched because I know uh stero's |
1096s | obviously and being how steriles it is I |
1097s | can totally understand why like this |
1100s | whole thing uh started like snowballing |
1101s | down and and that's really cool |
1103s | it was quite interesting because at the |
1106s | beginning you know I said well what's it |
1108s | going to take for you guys to make this |
1110s | game well it'll be the the three of us |
1113s | and maybe three more people you know |
1115s | maybe maybe an animations guy and and |
1118s | someone who who can help with Sound and |
1121s | Lighting and maybe one or two other |
1123s | people to help with voices and stuff |
1125s | okay so you think maybe six to eight |
1128s | people and how long oh maybe 18 months |
1131s | you know 24 months and in in my business |
1135s | experience it's like okay no way is it |
1137s | gonna it would it take you know eight |
1139s | people in my mind I double that okay |
1141s | we're gonna need like 15 people and not |
1144s | 24 months and probably gonna be three |
1146s | years you know three and a half years |
1148s | before we finish this thing but even I |
1150s | was we were all kind of naive and and |
1152s | kind of young into the industry and |
1154s | didn't really know what it took to make |
1156s | such a complex game so here we are you |
1158s | know five years later and we're still |
1161s | working hard now we have quite a quite a |
1163s | significant team and working working and |
1166s | and having a load of fun you know |
1169s | working on the project but uh it was |
1171s | just interesting how how far off we were |
1174s | about understanding what it really takes |
1176s | to make a game like this yeah what's um |
1178s | definitely has to be like a learning uh |
1181s | experience as you go as well not being |
1183s | uh that crazy into the industry and then |
1185s | seeing all the different uh stuff from |
1187s | it what's the size of uh yeah |
1191s | that's so cool |
1194s | um yeah |
1205s | uh I think he's Michael yeah yeah he's |
1209s | not behaving today |
1211s | nice |
1212s | ah |
1214s | uh well what I was trying to ask is uh |
1216s | about about how big is uh void at the |
1219s | moment |
1222s | wait |
1223s | um well we we've we've had uh some Peaks |
1226s | and valleys so |
1229s | uh at present uh this is just a round |
1232s | number |
1234s | um you guys heard you know |
1238s | um |
1239s | the number that I've got top of my head |
1242s | is that we're about 40 people directly |
1245s | contributing to the game and we're we're |
1248s | a 100 uh virtual company so we have |
1253s | folks in Canada United States France UK |
1258s | Ireland |
1260s | Malaysia |
1262s | Indonesia Philippines Australia New |
1265s | Zealand |
1266s | Germany and I'm sure I missed a couple |
1269s | more countries but we've got uh 40 |
1272s | people directly contributing to the game |
1275s | and then we have approximately another |
1279s | 20 to 25 that contribute to to us |
1284s | through Outsource Studios by providing |
1287s | supplements like 3D art and and things |
1289s | like that and then we hire like ad hoc |
1292s | voice actors and but those are not you |
1295s | know they might come in they do a |
1296s | session and then they go off on their |
1298s | merry way |
1304s | so start starting off 15 estimate was |
1307s | close |
1310s | starting off with with a lot of Juicy |
1312s | information is definitely a good way to |
1313s | start um |
1315s | uh start an AMA like this |
1318s | especially since uh not not many people |
1321s | often get the chance to meet like the |
1324s | head of a studio not like the not like |
1327s | the team lead but like the actual top of |
1330s | the totem pole Big Boss Man |
1332s | so definitely definitely having you here |
1336s | is really cool |
1338s | oh it's cool for me I I mean I just want |
1340s | to say from from the very beginning you |
1343s | know I I told the guys |
1345s | you know we think we have a good game uh |
1349s | and that people will want it but it's |
1351s | important that |
1353s | we always listen to our customers engage |
1357s | with our customers what what do they |
1358s | think and we're not going to please |
1360s | everybody because you might pull 100 |
1362s | people into a room and you'll have a |
1365s | hundred different opinions right so you |
1367s | try to weave through what's the most |
1369s | popular thought or the most popular set |
1371s | of feedback that then you can |
1373s | reincorporate into your game but |
1375s | nonetheless I said for us you know put a |
1379s | heap of value on the player the people |
1382s | that are going to engage with their game |
1385s | and from the very beginning uh like for |
1388s | example me I I had a |
1390s | quite a busy schedule because I had a |
1392s | full-time executive role at a large food |
1395s | company which was like a 60 almost a 60 |
1398s | hour a week job I was also completing a |
1402s | master's degree at University uh and |
1406s | then I'm a father and I have children |
1407s | who want uh husband and daddy you know |
1410s | for a little bit of time and then I was |
1412s | working as much as I could as well |
1414s | supporting the game one of the ways I |
1416s | supported was to answer every email uh |
1419s | that we got |
1421s | so I would often stay up you know till |
1423s | we hours and a lot of email you know |
1427s | came in English some came in other |
1429s | languages so I'd use Google Translate to |
1432s | type out an answer and just trying to |
1434s | show that respect you know uh you guys |
1436s | are interested you're supporting our |
1438s | vision and our game and we respect that |
1441s | and we want to be here |
1443s | uh and be responsive to you and and I |
1446s | know we've not always been super |
1448s | responsive because of the Ebbs and flows |
1450s | of production |
1451s | uh but yeah that's that's definitely |
1454s | um for me it's special to be here with a |
1458s | few hundred people you know who who are |
1460s | offensive the game I just love that so |
1462s | you say it's special for them but really |
1464s | it's special for me you know and uh and |
1468s | for us you know for for me and I'm sure |
1470s | for the other guys on the team |
1472s | absolutely |
1475s | yeah |
1476s | humble alrighty |
1480s | so I think we've uh |
1483s | we've dogged Jewels enough for now |
1487s | so we'll start with uh |
1489s | we'll start with some death questions |
1493s | um |
1494s | we'll start with Mr Mr dead pixel since |
1497s | uh it wasn't didn't take part in the |
1499s | last AMA |
1501s | um a question from username Chrome uh |
1507s | how did you decide the balance of the |
1508s | HUD and UI when looking at realism |
1512s | versus giving the player the info they |
1515s | need |
1517s | well I mean honestly it just comes down |
1519s | to the fact that we don't want to don't |
1522s | show what's new uh especially a Hut is |
1525s | is merely just a bridge of interfacing |
1527s | that we don't have uh with real life |
1530s | interactions |
1531s | so you just try to stay out of the way |
1533s | and only communicate what a player can't |
1538s | otherwise figure out through context |
1541s | and uh otherwise just get out of the way |
1543s | keep it clear keep them immersed |
1546s | it's constantly still worth going on |
1548s | with the HUD and there's more stuff to |
1550s | come to just almost always the goal is |
1553s | how can we how we can make we make it |
1555s | less obtrusive |
1557s | um and uh any ways we could do that keep |
1560s | people immersed and |
1562s | um |
1562s | ideally not even realizing that they are |
1565s | getting information from the HUD and |
1567s | just playing through uh reacting to the |
1570s | situation |
1577s | kind of just trying to keep that um |
1581s | uh just keep keep that balance of stuff |
1584s | that you know you would expect to see on |
1586s | a HUD but not that would be |
1588s | yeah yeah there's a lot of times games |
1591s | will just kind of keep stuff on the HUD |
1593s | that uh uh you don't even know at all |
1595s | times yeah you just you don't need to |
1597s | constantly have that in your face |
1600s | um other times something that you you |
1602s | don't need to know 99 of the time so why |
1604s | why is it there |
1605s | we try to just reduce that that we can |
1608s | have people not staring at a 2d uh |
1612s | elements and rather focused on the world |
1614s | that's in front of them that they're |
1616s | interacting with it's a supportive role |
1618s | with the actual HUD itself |
1622s | all right |
1624s | one thing I don't know I'm not I'm not |
1627s | the HUD guy that pixel is but one thing |
1631s | that has we've always aimed for is to |
1634s | have sort of a minimalist approach |
1638s | uh just to give people the most |
1640s | immersive possible experience and try to |
1643s | make you know all the menus and |
1644s | everything intuitive we still have some |
1646s | work to do don't we uh yeah I'm |
1649s | certainly working on it yeah yeah |
1652s | especially you know we are very focuses |
1654s | have been Loadout and uh some |
1656s | pre-mission stuff and as we get through |
1657s | those it's uh it's about refining some |
1660s | of the UI experiences that have existed |
1663s | for quite some time and uh just further |
1666s | like you said we want to go minimal with |
1669s | the hood and then just make immersion |
1671s | first that's that's the goal |
1673s | yeah I was I was on on one of my flights |
1677s | uh I popped the movie the the one about |
1679s | the blue shirt guy in in the video game |
1682s | uh I don't know if you guys have seen it |
1685s | um where he's uh NPC in a game and he |
1688s | becomes live like a live AI in the game |
1691s | oh yeah new guy yeah |
1694s | and uh when he puts on those sunglasses |
1697s | all of a sudden his his whole screen you |
1699s | know it's completely cluttered with UI |
1701s | you know and interactions and things |
1703s | like that which can be fun you know and |
1705s | some people enjoy |
1707s | uh that type of experience but yeah like |
1709s | like you've said for ready or not we |
1711s | wanted to sort of have a clean screen as |
1713s | much as possible so you can really |
1715s | immerse yourself in the gameplay yeah it |
1717s | really is just to to bridge the gap of |
1719s | what you you lack from the uh app |
1723s | actually experience in real life since |
1725s | you know you're limited by bounce |
1727s | keyboard and the monitor we just want to |
1729s | bridge that Gap as much as possible with |
1730s | the UI and otherwise handle all through |
1734s | through game interactions |
1738s | alrighty |
1744s | then |
1746s | going down down our little our little |
1748s | list to |
1752s | to Mr Mark |
1755s | um |
1757s | will there be uh well I guess is there a |
1760s | plan to redesign some or all of the maps |
1763s | in the uh |
1765s | in the future |
1769s | I mean there's definitely things that |
1771s | we've learned as the the games progress |
1774s | you know we've all improved as artists |
1776s | and we've learned what works |
1777s | mechanically from our game and what |
1779s | doesn't work more importantly |
1781s | um and there's definitely some of the |
1783s | older maps that we kind of realized as |
1785s | of late are not up to the Quality that |
1788s | we are now pure and simple it's quite a |
1790s | common thing to happen in Game Dev |
1792s | um especially as the project goes |
1793s | further forward through production |
1795s | usually end up with like loads more |
1798s | assets than you know using art assets as |
1801s | an example in the environments usually |
1803s | end of like a lot more stuff that you |
1805s | just never had in the old levels and |
1807s | they're usually better quality because |
1808s | again you're you know you're trying to |
1810s | make things better as you're going |
1811s | forward |
1812s | um so there comes a point where we've |
1814s | kind of like taken a step back and been |
1817s | sort of of the kind of the mindset of |
1819s | like right if we were to take some of |
1822s | these Maps which ones don't work for us |
1825s | and which ones do |
1827s | um and yeah we sort of quickly realized |
1829s | that a lot of the earlier ones were |
1832s | still very much against what we want |
1834s | right now |
1835s | um at the end of the day like if we're |
1836s | not happy with the levels where we've |
1839s | got no intention of releasing them |
1840s | because at the end of the day we want |
1842s | the best player experience we can or |
1844s | from a visual standpoint and from a from |
1846s | an experience standpoint |
1848s | um so they have to be good |
1850s | um and some of them weren't so we are |
1852s | taking it upon ourselves yes to redesign |
1856s | um or entirely redo some of the maps |
1860s | um they don't necessarily want to say |
1861s | which ones because I think it's going to |
1864s | be quite fun and exciting when they do |
1865s | pop up |
1867s | um but absolutely so we won't leave |
1870s | things if we're not happy with them |
1872s | um so yeah we are absolutely going to |
1874s | dedicate some resources either into |
1876s | fixing the problem or simply just giving |
1879s | you a better uh |
1880s | you know a better level |
1882s | that's along the same kind of theme |
1885s | um so yeah yeah I hope to answer the |
1887s | question |
1888s | I guess actually on the note of um |
1892s | uh refurbished levels uh we did recently |
1895s | have the |
1896s | uh newsletter talking about the |
1898s | refurbished refurbished station uh is |
1901s | there anything you guys like to say |
1902s | about that |
1903s | yeah so again under the same sort of |
1906s | like a premise you know the games |
1908s | evolved we've added so much content um |
1910s | the story and the law has gotten so vast |
1913s | now |
1914s | um and we really really wanted to kind |
1916s | of |
1917s | give the player a more |
1921s | trying to think of the right words more |
1923s | like a like a grander experience when it |
1926s | comes to the station so uh yeah we've |
1928s | redesigned and for all intents and |
1931s | purposes it's an entirely New Station uh |
1933s | that also ties into the law of Los |
1935s | suenos as well |
1937s | um and yeah there is all kinds of cool |
1940s | fun things to find inside of the station |
1942s | itself there's a lot of law within the |
1944s | levels that you know it's making |
1946s | references to |
1948s | um you'll be able to walk around test |
1949s | your guns out as you could before |
1952s | um and yeah hopefully all in all it's |
1955s | it's going to be uh a nice new addition |
1958s | to the game |
1961s | foreign |
1965s | I'm looking forward to the most in the |
1967s | uh |
1968s | in the updates we got coming down the |
1970s | road |
1971s | because it looks really really nice |
1975s | thank you |
1976s | alrighty |
1981s | um |
1984s | I guess since |
1986s | um |
1987s | there uh for Mr Mr Gerard from roadkill |
1991s | oh and the last question was from uh do |
1994s | Cruiser |
1997s | um |
1998s | in the last AMA um a user had mentioned |
2003s | uh had asked about customization and uh |
2005s | Sterling had talked about it a little |
2007s | bit |
2008s | um but since you're one of the |
2010s | you know one of the individuals that is |
2013s | handling you know what's what sort of |
2015s | equipment is added and |
2017s | you know how it looks in the end |
2020s | um do you have anything to say on the |
2022s | sort of like customization options we |
2023s | might have in the future uh going |
2025s | forward uh for Gerard |
2029s | okay |
2030s | um so first off obviously as we've been |
2033s | working on a lot of things I just wanted |
2035s | to piggyback on the on what Mark said |
2037s | where we're kind of like upping the |
2039s | quality of a lot of things that have |
2041s | been in the game as the game evolves is |
2043s | it obviously the quality you start |
2044s | looking back into a lot of things that |
2046s | uh |
2047s | you you kind of realize hey look this |
2050s | looks one way but now we have access to |
2053s | all these different uh people artists |
2055s | and things and then we are working |
2057s | constantly to up all the all those |
2059s | assets so the same thing has been slowly |
2061s | happening towards all all the equipments |
2063s | and all the things that we have had for |
2065s | our SWAT guys like when I I remember |
2067s | when I first got brought in I um I got |
2069s | tasked with like one minor thing which |
2071s | was like a like a anti-stabbing vest and |
2073s | then slowly uh been working into like |
2075s | refurbishing like the helmets uh that we |
2078s | had we had like new uh uh earmuffs and |
2081s | like your protectors and then and slowly |
2083s | working and all these different things |
2085s | so |
2086s | I'm not too Savvy on what can cannot be |
2090s | said I can I can for sure say that we |
2092s | are |
2093s | uh working on improving a whole lot of |
2096s | things uh that will definitely translate |
2099s | into having uh multiple options and |
2102s | things that people I hope enjoy uh using |
2105s | because it's it is also my belief that |
2108s | uh our game is what you make of it and |
2112s | it's kind of like a little uh dress-up |
2114s | right like you you want to portray Your |
2116s | Heroes or you want to if you wanna like |
2118s | I don't know uh there's a lot of no |
2121s | swimmers out there who like to play as |
2122s | as one factions or the others and and I |
2125s | want to cater to that sense so allow |
2127s | people to just use the equipment they |
2128s | want to use in our story in our universe |
2131s | so that is definitely something that |
2134s | we're uh we're trying to get |
2138s | all right and uh since you know since |
2142s | the stuff of the NDA Discord tends to |
2144s | make its way out really quick |
2146s | um a lot of people were very very |
2148s | excited to see |
2150s | um the work that was being done on the |
2152s | remake for HRT |
2154s | and uh I guess as a sub question |
2158s | um HRT win |
2162s | that is that is really the question I |
2164s | feel I feel bad for uh and I apologize |
2166s | to the entire Community for like teasing |
2168s | everybody and then be like hey this and |
2169s | that I just want to make sure that when |
2171s | we we drop it uh it's something that's |
2173s | gonna like blow it out of the water and |
2175s | put us out there with like when it comes |
2177s | down to Quality it's also a thank you to |
2178s | the entire Community uh that's really |
2181s | what it is we uh got brought in see the |
2184s | HRT see our regular guy we go hey wait a |
2186s | minute uh our regular ad is really like |
2188s | sharp what do we what can we do about it |
2190s | and then I got uh voluntau and I'm happy |
2193s | with it so I am making it a uh a |
2195s | personal thing to make it shine as much |
2197s | as I can for everyone out there uh I'm |
2200s | sure they're gonna enjoy when it when it |
2202s | pieces together when it drops you I'm |
2204s | pretty sure you guys are going to enjoy |
2205s | uh we've been working into a lot of |
2206s | things |
2208s | um as as we progress and work into more |
2210s | things newer Tech gets developed and |
2212s | then we're like oh wait a minute but |
2213s | what if so it's like a little constant |
2215s | Rat Race but uh but yeah I mean I'm I'm |
2219s | very happy and confident that that uh |
2221s | people are going to just love it once it |
2222s | once it drops |
2223s | um unfortunately there's just no viable |
2225s | way for me to save the dates or anything |
2227s | yet but I can guarantee you guys you'll |
2229s | be you'll be happy I want to make stuff |
2231s | that's worth taking pictures of I mean |
2234s | you've already been doing that so I |
2236s | guess just keep keep doing what you're |
2237s | doing |
2241s | all Freddy |
2243s | um |
2245s | question four kilowatt from Astro |
2249s | um |
2251s | how how is your progress on uh on |
2255s | improving and just kind of |
2258s | uh adding more features to the uh to the |
2261s | current Gore system in ready or not |
2265s | so this one I'm really kind of happy |
2268s | about because I think what had happened |
2270s | was uh a couple patches ago we sort of |
2274s | had this |
2275s | I guess reverse engineering situation |
2277s | where some people figured out there was |
2279s | like a dismemberment and all this other |
2281s | stuff that's kind of being added |
2284s | um oh that stuff is still being worked |
2286s | on uh to the people have seen the |
2289s | current state of it obviously it's it's |
2291s | going to be completely different |
2292s | improved Etc |
2296s | um |
2297s | but yeah I don't it's sort of picking |
2300s | backing off of what Gerard said I'm not |
2302s | sure what I can say |
2304s | so but I mean I I will say the attention |
2307s | to detail as far as like the art side |
2309s | and stuff that I mean as programmers you |
2311s | know we obviously have access to that |
2313s | stuff the the art uh assets have been |
2315s | produced for are awesome uh we have some |
2318s | really great references uh |
2321s | uh you know |
2322s | again I'm not sure what I can say but uh |
2325s | certain movies are obviously uh |
2327s | inspirational for us to kind of look and |
2329s | feel that we're going for so uh |
2332s | yeah I hope that answers that yeah yeah |
2336s | and anything that they get gives the |
2338s | community something to uh salivate over |
2341s | is generally a good answer |
2343s | and I I think you got there |
2345s | yeah I guess if I if I had to add one |
2348s | thing onto that would be you know |
2351s | it should be visible as part of the like |
2354s | sort of reverse engineering that people |
2355s | like because you know I guess if it's |
2357s | already out there it's all right but |
2358s | something that is already public and I I |
2361s | can say that will be expanded upon is we |
2363s | have certain systems in place uh for |
2366s | like |
2367s | like different arteries and things like |
2369s | that which is actually currently a part |
2370s | of the game you know some people have |
2372s | seen if you shoot people in a certain |
2373s | spot especially with certain ammunition |
2375s | you know that might cause like a |
2378s | bleed-out event that sort of thing and |
2380s | and we definitely want to like keep |
2381s | going in that direction these sort of |
2383s | unique interactions that can happen |
2385s | depending on what kit you use and like |
2387s | how you actually operate like what where |
2390s | do you shoot that sort of thing |
2394s | okay yeah I've seen some of that tests |
2397s | the the test footage that uh when Will's |
2399s | been working on things has been really |
2401s | awesome uh he's just gonna go untangle |
2403s | to try something and then you see how it |
2404s | turned out it's it's looking pretty sick |
2406s | it's real media and I can't wait until |
2408s | uh until we can share some some of the |
2410s | videos of it |
2413s | and I guess uh picking piggybacking off |
2416s | the uh off the question of |
2419s | uh improving in-game systems uh we can |
2422s | ask Zach to talk about the work uh him |
2425s | and Quantum have been doing with the uh |
2427s | new uh occlusion system sound inclusion |
2430s | system for for the game |
2432s | oh man so uh so like full disclosure |
2436s | Quantum has been working on this since |
2438s | probably November maybe even earlier |
2440s | than that of uh last year |
2443s | um |
2443s | and I'll also just kind of like squash |
2445s | any I guess confusion about the system |
2448s | so this is really going to optimize how |
2452s | sounds are played and I can kind of talk |
2454s | a little bit about sound optimization |
2456s | all that stuff but essentially |
2458s | this is going to be only for the audio |
2460s | right now we are kind of looking at how |
2463s | we can get the AI to plug into |
2466s | um |
2466s | the sound distances and all that and for |
2468s | the folks who don't know |
2470s | so what this Quantum sound system is |
2472s | is basically where the player is there's |
2474s | going to be a sound that plays in |
2475s | another room we now have all of these |
2478s | different zones across the maps |
2481s | and if a sound plays in a different Zone |
2483s | than where the player is it's actually |
2485s | going to kind of physically track that |
2488s | that distance in that path |
2490s | and we're going to use that instead of |
2492s | like just the uh the direct path from |
2495s | the player to the sound so you get a |
2496s | much better kind of muffling effect and |
2499s | a much better kind of distance I guess |
2502s | understanding of audio |
2505s | um |
2506s | but yeah overall it's just been a pretty |
2510s | crazy |
2512s | um few months getting it all figured out |
2514s | and um there's not going to be any kind |
2517s | of like sound propagation just yet which |
2519s | is how the sound kind of physically |
2521s | bends around corners and stuff like that |
2522s | like physically changing position |
2525s | um just because |
2527s | we want to make sure that if we do |
2529s | Implement something like that |
2532s | um it's not going to be confusing and |
2535s | it's not going to be like I heard the |
2537s | sound from like the door behind me but |
2538s | the guy was coming in front of me so we |
2540s | don't want any of those situations to |
2541s | happen uh but rest assured it's still |
2544s | being worked on like like every day |
2546s | we're poking away at this uh |
2548s | and yeah I guess one other note with it |
2551s | is just the fact that it optimizes |
2553s | basically all the sounds that play right |
2554s | now so |
2556s | um |
2556s | and I know Ali actually did a bunch of |
2558s | sound optimization as well so there's |
2560s | there's pretty much like an all hands on |
2562s | deck with coding looking at audio how do |
2564s | we optimize this uh how do we make sure |
2566s | all the sounds play and it's not |
2568s | confusing and it works really well |
2570s | um but yeah it's gonna be exciting when |
2573s | when this patch finally gets out there I |
2574s | mean there's going to be I hope some |
2577s | CPUs aren't sweating as much with the |
2579s | audio stuff |
2581s | also shout out to the quantum dude |
2583s | because uh for those who don't know I |
2585s | actually worked with him on uh on a |
2587s | modding project uh before I got picked |
2589s | up by Boyd uh that's just a little fun |
2591s | fact I wanted to throw out there because |
2592s | like he's a really cool uh great guy I I |
2596s | worked with him and then I got picked up |
2597s | by Boyd and then later somebody |
2599s | approaches hey uh we're we're looking |
2601s | into this person I was like oh yeah yeah |
2603s | he's awesome he's awesome he's glad to |
2606s | see him part of the family now |
2608s | like Quantum uh and just for like I |
2611s | guess reference he's the kind of guy who |
2613s | um I don't like Ali asked him like like |
2615s | how optimized is this system and he's |
2617s | referring to two things in like |
2619s | nanoseconds and it's just like like I |
2622s | can't even wrap my brain around that and |
2623s | that's that's like the level that he's |
2625s | working at so I just yeah I I |
2628s | only have good things to say about |
2630s | Quantum he's uh he's a genius he's |
2632s | Plugged In The Matrix yeah he made uh he |
2634s | made that camera mod for those who don't |
2636s | know as well he may be uh the first |
2637s | camera mod that we had or you're able to |
2639s | play sites and stuff so he's very very |
2641s | creative with the things he makes oh |
2643s | it one one of the things that's very |
2645s | interesting to watch uh with void is |
2648s | watching the |
2650s | um watching some of the most prolific |
2653s | and most honestly most capable |
2656s | uh participants in the modding Community |
2658s | like become integrated into void and |
2661s | then watching them kind of flourish |
2663s | having access to all this information |
2666s | and it it is frankly just incredible |
2669s | I remember starting to reverse engineer |
2672s | a lot of our uh things |
2675s | um because there was a lot of people who |
2676s | wanted to make things happen and I was |
2678s | one of those I was like Hey I want to |
2679s | figure all this out so I remember |
2681s | hitting a lot of hiccups and a lot of uh |
2682s | speed bumps so to say and uh eventually |
2686s | when I got like making out like all |
2688s | these different models and things that I |
2689s | ended up posting and here's a fun fact |
2692s | of how I got into like like boy right |
2694s | like I I gotta basically I was in the |
2697s | gym and I got hit up by uh by somebody |
2699s | on Discord I'm thinking it's looking to |
2701s | get like uh like some form of freelance |
2702s | job or something and this person's |
2704s | telling me hey uh yeah sorry I've had a |
2707s | couple meetings this and that um you |
2709s | know you you I don't know where I added |
2711s | you from uh would you like to uh you |
2714s | know you have a job do you want to work |
2715s | in something and stuff and I was like oh |
2716s | yeah of course I'm thinking this is |
2718s | freelance stuff right and uh this person |
2720s | keeps telling me he's like yeah yeah |
2721s | we're trying to make this happen and |
2723s | we're trying to make this this model and |
2725s | they're telling me hey uh this is this |
2727s | is going straight in the game but in my |
2729s | brain mean I'm I'm just thinking of it |
2731s | as a mod and I was like how how no I was |
2733s | like wait you can't do that it's just |
2735s | you simply can't because you need access |
2736s | to this is like oh no no no uh yeah I |
2738s | know I'm the CEO of the company I'm |
2739s | sterile so I was like oh I was like why |
2741s | don't you start with that man |
2744s | that's a funny thing |
2748s | um yeah like it's it's just really |
2750s | freaking cool |
2754s | all right |
2758s | or something what you got |
2763s | snowboarding right now |
2766s | yeah so |
2771s | uh moving moving quickly on uh a |
2775s | question for dead pixel from snow cow |
2780s | um |
2782s | do you uh are you able to share any of |
2784s | the plans or kind of ideas you have for |
2787s | improving the in station Loadout UI |
2793s | yeah that's actually uh one thing that's |
2796s | happening right right now is um this is |
2800s | a big fat refactor going on to the back |
2801s | end Loadout stuff to really streamline |
2803s | it uh make it more optimized and uh |
2807s | hopefully allow us to address some uh |
2809s | some usability things and reevaluate |
2812s | certain aspects of it but um |
2814s | yeah I've always uh |
2816s | there there are just a few two or three |
2819s | real important screens in this entire |
2821s | game that I've |
2823s | really put the most attention to and the |
2826s | loadout is and has been the top of that |
2828s | list it's |
2830s | it is the game you know you're not gonna |
2832s | do much if you can't if you can't fight |
2834s | and you don't have your gear so that's |
2837s | definitely something that's going to |
2838s | constantly getting as much love as I can |
2840s | give to it and until I feel like it's |
2842s | perfect so there's there's a lot going |
2844s | into into that there's a lot of plans |
2846s | for |
2847s | um you know what we want to allow people |
2849s | to do with the attachment system to give |
2852s | them a little bit more freedom and to |
2854s | make it more intuitive as well as uh you |
2857s | know we have you know customization |
2859s | aspects that that are download down the |
2862s | road that we want to be able to |
2864s | seamlessly |
2865s | uh account for for weapons and character |
2868s | and everything like that and uh it's |
2870s | it's a constantly evolving beast and |
2873s | it's actually kilowatt is uh I mean he's |
2876s | my guys he's |
2878s | been the the UI programmer and and for |
2881s | all intents and purposes for me and uh |
2883s | and he's he's really leading the |
2884s | refactor on that we've got a lot of |
2886s | really really cool ideas to |
2889s | it yeah it once it's done it's gonna it |
2892s | should load faster it should it should |
2894s | do everything better |
2896s | um and and hopefully do some cool things |
2897s | with presets and if all things go well |
2900s | make it easy for people to share those |
2902s | presets |
2905s | oh so broom shareable presets then |
2911s | uh yeah I mean it's something that that |
2913s | maybe we'll expand a little bit more but |
2915s | um uh one of the things we we hope to do |
2918s | and obviously this is the |
2921s | I like to share just you know things |
2923s | that we we want to shoot for and is is |
2926s | the ability to easily share a |
2928s | you know some kind of string or |
2930s | something along those lines that allow |
2931s | people to share uh the presets for |
2934s | anything from a weapon all the way to an |
2935s | entire loadout |
2938s | so you can just give you know send |
2940s | Discord send somebody a string and then |
2942s | they can put it in and uh and they'll |
2944s | have that that configuration |
2946s | just uh load up easily enough |
2950s | all right that sounds clean |
2955s | yeah I'm really excited it was a the |
2957s | wheels well idea and I really hope we |
2958s | can uh we can effectively Implement that |
2960s | with the entire preset plan that we have |
2963s | yep yep oh just finding that out that's |
2966s | awesome |
2968s | surprise but no experience for a lot of |
2971s | people |
2975s | all right so for Mr uh Mr Mark again |
2981s | um |
2983s | coming from uh |
2985s | coming from Discord user Sonic |
2988s | um |
2989s | so for uh two two of the maps in the |
2993s | mapping contest recently actually have |
2997s | um Olympus theater at the start of it |
2998s | has a scripted event where a bunch of |
3001s | civilians run out of the theater because |
3003s | it's it's an active shooting situation |
3005s | and in sanctum deceit the first place |
3008s | winner uh there's actually a helicopter |
3011s | that has a spotlight circling the |
3014s | building |
3015s | is there thoughts about adding anything |
3017s | like that to the vanilla Ready or Not |
3019s | Maps where just kind of there's |
3021s | something happening in the background or |
3024s | as you're approaching or as you do a |
3027s | thing |
3029s | yeah so that's that's really interesting |
3031s | it's something that we've been wanting |
3033s | to do for a while now |
3036s | um a lot of a lot of kind of where we're |
3038s | at in the project from an art side at |
3039s | the moment is really trying to get in as |
3042s | much sort of like storytelling and |
3044s | theatricality and |
3047s | um really just kind of like pushing the |
3049s | the feels of the level as it were |
3053s | um and it is definitely something that |
3054s | we've been experimenting with |
3056s | um and for the most part we're just |
3057s | trying to figure out what sort of the |
3059s | best way of doing this is going to be |
3062s | um for the most part it's like we've got |
3065s | all these different ideas and there's |
3066s | you know there's no one right way of |
3068s | making a game we've got like 10 or 15 |
3070s | different options of of kind of doing it |
3073s | um so a lot of yeah we're just trying to |
3075s | like nail down how we want to approach |
3077s | this but it's definitely something that |
3078s | we want to do |
3080s | um because I think it's definitely gonna |
3082s | you know as as as a player it's going to |
3085s | just make it feel so much more involved |
3087s | and so much more engaged and that's |
3089s | really what we want uh you know you're |
3091s | starting a level and you're bursting at |
3092s | the back of the bear cart or you know |
3094s | hypothetically speaking any number of |
3096s | scenarios that get you into the level |
3098s | and ready for action |
3100s | um yeah it's all part of that sort of |
3102s | like telling a story |
3104s | um which we want to do and really just |
3105s | make the players feel like they're the |
3108s | SWAT in the scene you know and it's it |
3111s | is a little bit disjointed just kind of |
3113s | like waking up Skyrim style like just in |
3116s | the street |
3117s | um so I think it's definitely going to |
3118s | give the levels a lot more context to |
3120s | like how you get there |
3122s | um and yeah with that in mind we can do |
3125s | all kinds of fun stuff one thing that we |
3127s | don't want to happen |
3129s | um because this could become a very |
3130s | slippery slope quite quickly is it |
3133s | balloons out of proportion and then |
3135s | suddenly our develop development time |
3137s | goes through the roof like you know if |
3139s | suddenly we're doing crazy cinematics |
3142s | and you know all these people bursting |
3144s | out the hotel and stuff like that like |
3146s | that ads just inherently quite a lot of |
3148s | Dev time so yeah one of the biggest |
3150s | problems that we're facing at the moment |
3152s | was like how can we get the most impacts |
3155s | and it'd be as effective as we wanted to |
3158s | be without blotting the development time |
3161s | that it takes to make this stuff as well |
3163s | um |
3164s | yeah yeah |
3167s | oh really so sort of like a uh kind of a |
3171s | cost benefit uh decision you need to |
3173s | make well you're you know putting |
3175s | everything together |
3178s | so like |
3179s | everything in gamedev is a balance one |
3181s | way or another |
3182s | um you know you spend two weeks on |
3184s | something and it could look amazing or |
3185s | you spend two days on it something on |
3187s | something and it probably won't look as |
3189s | amazing but there's not saying that just |
3191s | simply changing your ideas to fit the |
3193s | criteria and fit within your budget |
3195s | honestly I personally find that |
3197s | sometimes limitations breeds more |
3199s | creativity so yeah like I really want to |
3202s | just strike the balance of it being |
3204s | amazing and feeling amazing and and it |
3209s | feeling as cinematic as we can get it |
3211s | there |
3212s | um and giving us enough time to |
3214s | obviously make as many Maps as we want |
3216s | as well because don't forget like the |
3217s | more maps we make more of this kind of |
3220s | stuff that I have to support as well |
3222s | um and so forth and so on on the line |
3232s | issues |
3241s | cheap bus already |
3245s | um |
3246s | so uh we'll move on to |
3249s | once again to Mr Gerard with |
3252s | um |
3253s | you mentioned the uh pastg helmets so |
3257s | we'll |
3258s | uh scooch over that |
3261s | um I actually did have a question uh |
3264s | from uh that I actually meaning to ask |
3267s | you uh is there anything like if you |
3271s | could get your hands on absolutely |
3273s | anything what would you want to scan and |
3276s | put into ready or not |
3279s | hmm |
3280s | boy you open a can of worms out there |
3286s | um |
3287s | look man there's uh I need some ones |
3289s | we I think we all agree every everyone |
3292s | that's out there in those gear and stuff |
3293s | we all agree that it'd be amazing to |
3295s | have those those damn uh GP mvgs so |
3298s | they're being realistic you don't want |
3300s | to have like a you know like a Tesla |
3302s | worth of uh money in your face and then |
3304s | drop them because I've seen I've seen |
3306s | that happen to uh the ambus tense which |
3308s | are the ones before the that but I |
3312s | honestly |
3314s | I think I think we are we already have |
3317s | the stuff that I would want to more or |
3320s | less integrate so it's just a matter of |
3321s | time that we'll we'll |
3323s | um we'll slowly uh show it to people but |
3326s | once it once that's ready and uh just to |
3330s | just actually circle into like the the |
3332s | question of the past TG helmet |
3336s | um I love Squad I love SWAT for uh all |
3340s | those old school games |
3341s | um |
3342s | it's it's in my belief that uh yes |
3345s | that'd be some something that I wouldn't |
3347s | you know would be missing if we don't |
3349s | make some form of a tribute to that so |
3353s | I I'm I can't confirm Northern not |
3355s | anything but you know I love that so bad |
3360s | so uh |
3362s | y'all y'all heard it here first folks uh |
3365s | there are scanning in retro SWAT gear |
3369s | disclaimer this is not an actual |
3371s | confirmation of retro SWAT gear |
3376s | fire |
3378s | you can't fire me I quit |
3383s | I'm ready |
3388s | um |
3390s | actually I don't know who this would be |
3391s | a good question for I think both uh dead |
3393s | pixel and kilo might have something uh |
3396s | some input on that uh from the user Sig |
3401s | um |
3402s | actually I think it would probably be |
3403s | more of a proper Sterling question but |
3404s | we can get input from everybody |
3407s | um |
3407s | would there be a customizable Mission |
3410s | parameters |
3412s | at any point in the future |
3418s | yeah I think that's one that's gonna |
3420s | have to come down from like higher level |
3421s | uh you know game design for for the |
3424s | sense of just for the sake of scope |
3425s | creep but |
3427s | I don't imagine anybody would be opposed |
3430s | to it |
3431s | um for for you know free form missions |
3433s | and stuff uh it's definitely possible |
3435s | from the UI side of things |
3437s | um |
3438s | but uh yeah that's definitely gonna be |
3440s | one of those um it's just a balance of |
3442s | resources to to implement it for all we |
3445s | know it could be one of those a Post |
3446s | Release like kind of um Edition |
3450s | but I think it's a pretty cool idea and |
3451s | I'd be down for it |
3453s | yeah I could certainly say that you know |
3456s | I actually really like that idea |
3458s | um |
3459s | as far as like |
3461s | you know any specific plans |
3463s | um I don't think we have any but I think |
3466s | some of the stuff that we do have going |
3467s | on behind the scenes would definitely |
3469s | enable us without more flexibility in |
3471s | that regard so you know we're always |
3472s | trying to improve things and if we think |
3475s | that's something we can get in then yeah |
3476s | we'll absolutely do it |
3478s | yeah it might be probably no oh sorry go |
3481s | ahead I was gonna say you go ahead you |
3483s | guys finish up your point I was good you |
3485s | know it just it it could be one of those |
3487s | things where as we work through stuff |
3489s | and we just find that that options just |
3492s | sit there on the table for us to quickly |
3493s | Implement it's uh |
3495s | there's always those features that we |
3498s | just we just slide in you know |
3501s | um we we find that it's possible and |
3504s | just see if we can do it and the next |
3505s | thing you know it's part of the game |
3507s | um oh by the way I wouldn't be surprised |
3510s | yeah exactly like oh yeah by the way uh |
3513s | like three commits ago we have this now |
3515s | um because we were just experimenting |
3517s | with it and it'll just uh it'd be as |
3518s | simple as like you know flipping a |
3520s | switch to make it uh you know actually |
3523s | go live so um it does seem like it could |
3526s | be one of those things uh once systems |
3529s | really all right at a certain point that |
3531s | it being worked on |
3533s | so I definitely think that's |
3535s | the possibility |
3538s | but nothing planned nothing official and |
3541s | I was just going to say on top of like |
3542s | the game parameters being customizable I |
3545s | know a few folks were asking can we kind |
3548s | of pick the soundtrack per each map |
3551s | um and I mean again that'll be like post |
3555s | launch uh kind of stuff to work through |
3557s | because every soundtrack is very catered |
3560s | to each map or at least all the the |
3562s | stuff that is being developed currently |
3564s | is going to be very catered there's |
3566s | there's specific cues there's specific |
3568s | areas where uh different parameters go |
3570s | up and down |
3572s | um that's very like oriented for that |
3575s | one track but uh I wouldn't say it's |
3577s | impossible you know it's just a matter |
3579s | of kind of going through each map and |
3581s | kind of editing a bunch of those |
3583s | parameters around and making sure it all |
3584s | kind of plays nice but uh that would |
3587s | also be something that on the sound side |
3589s | anyway would would be fun to make |
3590s | customizable but nothing official that's |
3593s | all I'll say yeah that that's definitely |
3596s | a disclaimer that we're all we're all |
3598s | shouting right now this this is this is |
3601s | the uh the um the wishlist question not |
3604s | quite the oh yeah this has come in |
3606s | question |
3607s | yeah absolutely yeah |
3609s | this is like yeah that's not a bad idea |
3613s | all right um I guess we'll we'll double |
3615s | up on questions a little bit to try and |
3617s | uh |
3618s | uh try try and get some more more info |
3622s | um I guess this this would also work for |
3624s | everybody |
3625s | um how does void go about optimizing |
3628s | their levels |
3629s | is it |
3630s | pre-computed is is everything baked in |
3633s | or is there another way that it's |
3636s | handled |
3637s | don't we I'll just go Mark |
3639s | uh yeah I get that a lot um so |
3643s | yeah like one of the things I'm actually |
3645s | really quite passionate about is |
3646s | actually gen like optimization in |
3648s | general |
3649s | um I don't necessarily know why and |
3650s | especially as an artist it's quite rare |
3653s | for me to be interested in that but I'm |
3655s | very much of the belief like if you |
3656s | don't have a game that performs well you |
3659s | haven't really made a game so there's no |
3661s | point just like throwing everything at |
3662s | it and it looks amazing because if it |
3665s | doesn't run it doesn't run you've not |
3666s | made a game so it's it's definitely one |
3670s | of those things that I know that um like |
3672s | me personally I'm always a little bit |
3674s | like performance conscience conscious as |
3678s | I'm making the levels um and I think a |
3681s | lot of this just comes from experience |
3682s | like I've made so many games at this |
3684s | point and I've been using Unreal now for |
3686s | nearly sort of like 10 years I'm very |
3688s | very familiar with like the do's and |
3690s | don'ts and where sort of like some of |
3691s | the caveats come from |
3693s | um so a lot of it is really just being |
3694s | like Oh yeah you know this is this is |
3696s | not my first rodeo I know that if I do |
3698s | the series of things probably gonna have |
3700s | a bit of a bad time so I'll again using |
3703s | those limitations to think of creative |
3704s | ways around it |
3706s | um I'm just kind of working with those |
3708s | in those limitations I'm actually doing |
3709s | a lot of optimization at the moment |
3712s | um trying to get some of the performance |
3714s | back uh where we've been lacking um and |
3717s | to be brutally honest like a lot of it |
3719s | is |
3720s | um literally just a case of oh wait you |
3722s | know we've been trying to make the |
3723s | levels and get them out the door we've |
3725s | not really |
3726s | had that sort of like |
3728s | official pass yet I was going through |
3730s | and being you know quite Critical with |
3732s | do do these textures need to be this |
3735s | size for instance um and I do find that |
3737s | quite often like if I take like a like a |
3739s | 2K texture raise it down to a 1K texture |
3741s | it's like oh visually speaking it |
3743s | actually hasn't changed |
3745s | um and that's quite uh that's quite an |
3747s | easy optimization to do that's kind of |
3749s | that solves a lot of the memory issues |
3750s | just going through some of the textures |
3752s | and being a bit Critical with does it |
3755s | change it and if it gets worse then I |
3757s | won't rest it down or for the most point |
3759s | I want to keep that quality and I also |
3761s | want it to run well |
3762s | um I've also been doing uh custom pass |
3765s | on some of the Lord stuff |
3767s | um so again that was one of the things |
3768s | where we just kind of threw stuff in and |
3771s | I know unreal's got like a lot of |
3773s | like pretty good tools built in for |
3776s | loading |
3777s | um and that stuff helps an absolute turn |
3779s | but again I I I've said this in the past |
3782s | as well half of what sort of experience |
3785s | is in the industry is not necessarily |
3788s | how to make games it's how not to make |
3791s | games so |
3793s | it's it's kind of like annoying |
3796s | how you know you can put all these |
3798s | things in and they'll work absolutely |
3799s | perfect every single time apart from |
3802s | this one exception and it's knowing how |
3805s | to spot that one exception and kind of |
3806s | deal with it in that scenario as well |
3810s | um so yeah I've been doing a ton of |
3812s | optimization with that stuff uh lodding |
3815s | being texture conscious |
3818s | um |
3818s | also with our lighting paths that we did |
3822s | not too long ago again we learned an |
3824s | absolute ton and we upskilled our |
3826s | lighting not only from a from a visual |
3829s | standpoint within the game itself but |
3831s | also we learned a lot about how to |
3833s | actually like things properly um you |
3835s | know again it's also one of those things |
3836s | I'm super passionate about but I can get |
3839s | into a certain point and that's where a |
3842s | dedicated lighting artist would like you |
3844s | know I would ask them questions and it'd |
3846s | be like oh yeah so this is what gives it |
3848s | that extra 20 of amazingness that kind |
3851s | of you know goes on top of it and you |
3853s | know getting someone who's just like |
3854s | really specifically good at their job |
3856s | helps a ton |
3858s | um in knowing where the pitfalls are so |
3861s | on top of doing all the lighting to try |
3863s | and make it look as good as we could uh |
3865s | I also took that in the consideration |
3866s | when I came to the performance as well |
3867s | so just being a bit uh you know aware of |
3871s | what lights are Shadow casters for |
3873s | instance because Shadows are generally |
3874s | very expensive in games that's why we |
3876s | leaned quite heavily into to the |
3879s | pre-baked system not only does the |
3882s | pre-back lighting give you just |
3883s | inherently better lighting results |
3886s | but then it also allows us to do various |
3889s | other clever tricks around |
3891s | Shadows being cast using stationary |
3893s | lights instead of movable lights and |
3894s | various things like that |
3896s | um so yeah just really just focusing in |
3900s | and just kind of like paying attention |
3902s | to where the pitfalls are |
3904s | um also yeah one other thing as well is |
3906s | like a lot of our content not not all of |
3909s | our content by any means |
3911s | um but you know when we first started we |
3913s | didn't necessarily have the systems that |
3916s | we have now when it comes to like |
3918s | getting all of our assets made so I try |
3920s | my absolute best to Outsource and create |
3923s | basically everything that we can for |
3926s | already or not ourselves I really really |
3929s | want our game to be as Handmade by us as |
3933s | possible mostly for that quality stamp |
3935s | uh from a visual standpoint but also |
3938s | again because I know then it locks in |
3941s | that performance as well and some of the |
3943s | stuff that we had from the unreal |
3945s | Marketplace for instance |
3946s | were really really expensive they looked |
3950s | incredible but they were just really I |
3953s | don't want to say poorly made that's the |
3954s | wrong context but they were they were |
3956s | created for a game that wasn't ours put |
3958s | it that way |
3960s | um so just going through and being like |
3962s | ah okay that's a problem I said let's |
3964s | see what we can do with that do we |
3966s | replace it do we you know um do we just |
3969s | take it out and swap it out with |
3970s | something else maybe we want to take |
3972s | this time to recreate it in our version |
3975s | of it |
3977s | um yeah I think that I think that covers |
3979s | everything |
3980s | yeah that's a that's a lot of |
3981s | information that you know where we're |
3983s | able to pass on and just kind of |
3985s | propagate |
3987s | um and I guess a related question is |
3992s | um does the optimization have a direct |
3995s | impact on um on the game's file size |
3999s | absolutely it does yeah absolutely it |
4002s | does so uh again one of the reasons why |
4005s | we also wanted to do this uh and this |
4007s | this is mostly just a little bit behind |
4009s | the scenes |
4010s | um on a day-to-day sort of Dev stuff as |
4012s | well obviously we have a lot of content |
4015s | um and we're all over the world and you |
4017s | know I I turn the PC on in the morning |
4019s | and the first thing I do is I get latest |
4021s | of our repositories so anyone who's done |
4024s | any work checks the stuff into our local |
4026s | repository uh we're using perfos and |
4029s | basically everyone then just pulls the |
4032s | latest version of files everyone's up to |
4034s | date with what everyone's been working |
4036s | on |
4036s | and you check it in and check it out and |
4038s | various things like that uh because |
4040s | we've got so much content and especially |
4042s | stuff like textures like textures are |
4045s | genuinely quite big when it comes to uh |
4048s | file sizes and the reason for that is |
4050s | because you can only compress a pixel |
4053s | down to a certain level |
4055s | um so you know it it it's usually the |
4058s | case of you know you can you can pretty |
4060s | accurately |
4061s | get well not guess but sort of like no |
4064s | if I have a 2K normal map for instance |
4066s | it's probably going to be about 10 |
4067s | megabyte if I have a 4K diffuse it's |
4070s | probably going to be about 20 megabyte |
4072s | or something like that |
4073s | um so |
4075s | a lot of these optimizations is is yeah |
4078s | definitely like lowering textures is a |
4080s | working example suddenly all that memory |
4083s | that would have been there is no longer |
4085s | there and that's actually working out |
4088s | for us not just on a disk size in the |
4090s | game so you know when it goes onto steam |
4093s | the file size will drop as well but also |
4096s | doing this pass now uh this this |
4098s | optimization pass is also really helping |
4100s | us out on a day-to-day basis as well |
4102s | because if I'm you know I'm changing |
4104s | textures and I'm I'm pushing them back |
4106s | up into the repository that means |
4108s | everyone else has to pull those files |
4110s | back down as well so it's generally just |
4113s | good house cleaning and it's helping us |
4115s | speed up our |
4117s | um pulls from the repository as well as |
4120s | well as lowering the game size as well |
4122s | awesome okay definitely I know you're in |
4125s | for a long one but you see that like uh |
4127s | and one of the change lists you got |
4129s | lighting pass and you're just like okay |
4130s | all right yeah I'm gonna go make |
4133s | breakfast and no for sure I I must admit |
4136s | I I am genuinely the worst person for |
4138s | this um and I think that is just kind of |
4140s | the nature of the art side of it so uh |
4143s | you know for instance if we have like a |
4145s | pack from Outsource and it comes back |
4147s | you know we're talking maybe sort of |
4149s | like 15 to 20 assets each of them has |
4152s | three textures |
4153s | and we might get three or four asset |
4155s | packs back at a time not to mention all |
4158s | the stuff then I'm working on inside the |
4160s | level as well all the materials |
4162s | like I think I probably check in more |
4165s | files than anyone else on the project |
4166s | almost on a daily basis so I am I'm |
4169s | quite bad at making everyone else's |
4171s | mornings quite long I must admit |
4175s | I cry yeah |
4178s | I'm sorry go on oh no I was gonna say |
4181s | just bouncing off of um what Mark was |
4183s | saying about file size too uh |
4186s | we we also did some optimization with |
4189s | the voice lines |
4190s | um I think they were at like five gigs |
4192s | uh in total and then |
4195s | um we converted them down to Ogg and Ali |
4197s | figured out some kind of way to automate |
4199s | that |
4200s | um and I mean the reason they were like |
4201s | wave files in the first place is because |
4203s | when it gets sent over to F mod fmod |
4207s | doesn't have to do any extra leg work to |
4209s | kind of unpack it |
4211s | um but the honestly there's not enough |
4214s | voices that play at the same time to |
4216s | like call it a massive |
4218s | CPU hit in the first place so switch to |
4222s | odg it's like 300 megabytes Now Bob's |
4225s | your uncle you know no one's no one's |
4227s | crying about the voices taking up like |
4229s | 10 gigs of their hard drive anymore so |
4231s | everyone's happy yeah textures doesn't |
4233s | sound that's like dead bulk of what you |
4236s | know when you have you start having |
4237s | large games it's it's textures and |
4239s | sounds |
4240s | yeah for sure for sure uh for anyone |
4242s | interested um in terms of like this is |
4244s | one of the biggest things like unreal |
4246s | five is trying to get around |
4248s | um where they with the whole nanite the |
4251s | new nanite system this is why they |
4252s | leaned into doing |
4255s | um tons and tons and tons of polygons |
4256s | rather than |
4258s | um I mean I know Texas is a little bit |
4261s | old school at this point anyway because |
4262s | you don't get Silhouettes you don't get |
4264s | you know the actual 3D geometry |
4266s | um but the general rule with the new ue5 |
4269s | system is throw as much geometry as you |
4272s | want at it but keep your textures quite |
4274s | low resolution because you know rather |
4276s | than having the normal Maps you would |
4278s | actually just put the polygons in there |
4280s | to to represent the detail |
4283s | um because the polygons actually get |
4284s | crunched down more than the pixel does |
4286s | because of vectors and vertices and |
4289s | various bits of math that I quite |
4291s | frankly do not understand point is you |
4293s | can crunch them down and compress them |
4295s | further than the in the textile density |
4298s | um so yeah that's kind of like why would |
4300s | transitioning into more geometry and |
4302s | less textures with ue5 |
4307s | so you're saying I can put in my full |
4308s | sculpture of anything in there |
4315s | we're not doing that we're not doing |
4317s | that |
4318s | um you know before anyone calls ue5 when |
4321s | um so we're we're too far into the |
4323s | project at the moment and like I said |
4326s | ue5 whilst it has all these bells and |
4328s | whistles of cool new things |
4330s | um take it from me uh it you know using |
4334s | ue4 is a perfect example uh ue4 didn't |
4337s | become stable for developers until about |
4339s | 4.19 |
4342s | um version 4.19 and so far ue5 is on 1.2 |
4347s | or something |
4348s | um 5.1.2 so it's gone a long way to go |
4351s | before it's really ready for game |
4353s | production |
4355s | um and also ue4 just has a ton of stuff |
4356s | that really works in our favor like the |
4359s | big license system and stuff like that |
4363s | um |
4363s | actually I think that's that's a amazing |
4368s | segue uh to talk about something that's |
4370s | been in a lot of gaming news recently |
4374s | um |
4375s | what's uh what's your guys's opinion |
4377s | opinion on unrecord |
4380s | yeah I mean it's definitely an amazing |
4382s | Tech demo like it looks great |
4384s | um you know kudos to the artists who |
4385s | made it I've got no Faults of that it |
4387s | looks great |
4388s | um for me personally it's it's one of |
4390s | those things where because I and I'm |
4393s | saying this because I'm a user as well I |
4396s | think a lot of us are |
4397s | um |
4398s | we can see that it's basically just the |
4401s | quixel |
4402s | um mega scans library for the most part |
4404s | and that's absolutely fine there's |
4406s | nothing wrong with that |
4407s | um but I feel it does detract a little |
4410s | bit away from the sort of like |
4412s | creatorship and |
4414s | um |
4416s | gosh how do I how do I quite like if put |
4419s | it this way if every single game that |
4421s | came out was just the quicksil mega |
4422s | scans we would get a little bit bored |
4424s | with looking at the same stuff left |
4426s | right inside there so whilst it is an |
4428s | amazing amazing like |
4432s | uh demonstration of using it to its |
4435s | absolute fullest |
4436s | um |
4437s | there's a part of me that's just like ah |
4439s | I've seen that barrel and oh I've seen |
4441s | that thing because I use it it's another |
4443s | game and you know it's on 100 other |
4445s | games as well |
4447s | um so yeah I'm curious to see how that |
4450s | evolves and where where they would take |
4453s | that um to the next level to make it as |
4455s | you know unique and custom to the game |
4459s | um that you know that they want to tell |
4462s | um you know I'm I'm curious to see how |
4464s | they would handle say an environment |
4467s | that isn't on the qixel library but then |
4470s | again maybe that's the strength maybe |
4471s | that's again using the limitations that |
4474s | they have and it's been okay well we're |
4475s | just gonna we're gonna use the the |
4477s | resources that we actually do have um |
4479s | and make you know game around that |
4480s | nothing wrong with it yes |
4483s | yeah they do some really like when you |
4485s | do outside of like the that aspect of |
4488s | the game it does some cool really cool |
4489s | stuff the procedural animation the |
4491s | camera effects um the perspective of of |
4494s | being you know uh this like watching |
4497s | pre-recorded footage but you're also |
4498s | controlling it the movement system the |
4500s | Sprint chase that was happened like |
4501s | there was a lot of really awesome things |
4503s | they had like a dialogue interrogation |
4505s | I'm really curious to see what |
4507s | what more of the game will be like with |
4509s | those those features |
4512s | yeah for sure for sure and I think it's |
4514s | a really awesome concept like I said |
4515s | it's it's it's it is a really awesome |
4518s | looking thing |
4520s | um and yeah I think there's definitely |
4522s | definitely sort of like a little vision |
4524s | of the future there of look at what we |
4527s | can do and you know if if this is like |
4531s | you know like I know like every |
4532s | generation of consoles go oh you know |
4534s | this is the most realistic thing odds |
4536s | and you know |
4537s | but there's always something more and |
4541s | it's awesome to see that Evolution |
4542s | happening |
4544s | um so yeah maybe that's the next stage |
4546s | in gaming yeah it does a really good job |
4549s | at doing what I'd like to call perceived |
4551s | or documented realism by having the |
4554s | effects that it has in the camera that |
4556s | evokes the sense that you're watching |
4558s | something that has been recorded in real |
4560s | life and there's a lot of really |
4562s | there it takes an attention to detail to |
4564s | really get that to evoke that kind of uh |
4569s | sense or an emotion out of people that |
4571s | um I give them props for that it's |
4573s | something that a lot of game developers |
4574s | we strive for we want um |
4576s | we want to make a game as you know a lot |
4579s | of times like it's like under you know |
4580s | ready or not or Insurgency and stuff |
4583s | like that it's about being a visceral |
4584s | and immersive experience and |
4587s | your generation kind of takes a new leap |
4589s | at that uh with camera movements and |
4591s | body movements and the fluidity and it's |
4593s | it's pretty cool so I want to see what |
4595s | it what it leads to and not just of an |
4597s | itself but what it inspires other people |
4600s | to do oh yeah for sure I'm I mean |
4602s | honestly when I saw that demo the first |
4604s | thing that I like just immediately |
4606s | thought of was I want to see this in the |
4609s | context of a horror game |
4613s | yeah I pretty much said the same thing |
4614s | yeah like I think it fit yeah like a |
4616s | horror game or even like you know a game |
4620s | like like squad or Arma or something |
4622s | along those lines with those kinds of uh |
4625s | that kind of immersion and |
4627s | and then movement and everything like |
4629s | that sort of uh also gives a glimpse of |
4631s | for people that aren't able to to play |
4633s | in VR from motion sickness threes and |
4636s | it's like there's something to have in |
4637s | those kind of movements that |
4640s | that break that sense that you're just |
4642s | strapped a camera strapped to a rigid |
4644s | body |
4645s | see the the entire thing that that |
4647s | worries me about kind of unrecorded is I |
4651s | am going to aggressively date myself |
4654s | um who here remembers the game |
4655s | trespasser |
4660s | yeah I know what you're talking about |
4661s | was that the Sony was that the like blue |
4664s | box |
4666s | uh am I remembering this right uh nope |
4670s | it was a dinosaur wasn't it yep the |
4672s | directions |
4673s | oh oh hell yeah like the super wonky |
4678s | like it it also had sort of like a um |
4682s | chess Camp feature |
4685s | um if I remember correctly and again I |
4687s | might be wrong on this correct me if I'm |
4688s | wrong but wasn't that the game that when |
4690s | you look down you had like a heart |
4692s | tattoo on your breasts yeah for your |
4696s | health the more damage you took yeah |
4698s | yeah yeah |
4699s | and like the the the aiming in |
4703s | um the the tech demo that was shown off |
4706s | reminded me of trespasser and I |
4709s | remembered how |
4710s | incredibly frustrating it was and it |
4713s | just gave me nightmares watching that |
4715s | footage it literally like shoots where |
4718s | you're pointing right I know there's |
4719s | another like indie game from the |
4721s | the folks who made a receiver uh they |
4724s | made a game called black black shades |
4726s | and it's like where you're aiming is |
4728s | literally where you're aiming like it's |
4730s | very kind of visceral that way |
4733s | I've never seen this I'm seeing this now |
4735s | that's crazy uh wait yeah which one |
4738s | black Chase or trespasser trespassers uh |
4741s | trespass trespasser and blockchain they |
4743s | both do that kind of yeah |
4745s | yeah I mean but here we go it's like |
4747s | okay let's take let's take that attack |
4749s | demo and let's put dinosaurs in it or |
4751s | something like that like like it's got |
4753s | so much potential |
4754s | um and yeah you know I love Diana crisis |
4756s | and stuff like that so I'm I'm really |
4759s | really Keen for that sort of like next |
4761s | level of gaming where it looks like that |
4764s | you know what I mean |
4766s | yeah like every like that's what I'm |
4767s | saying like every generation has just |
4769s | become like yeah if you go back and you |
4771s | try to play a game like the original |
4772s | Counter-Strike or or day to feed or |
4775s | something like that now it feels |
4776s | extremely limited it feels rigid you |
4778s | feel uh you're on Rails stuff like that |
4781s | every generation you've had these more |
4783s | uh |
4784s | immersive experiences with the way that |
4786s | your character moves the camera moves |
4788s | you aim you do stuff um I had like |
4790s | you're saying like I'm curious to see |
4791s | it's not it like unrecorded is is really |
4794s | cool not just because it's not from a of |
4796s | its own setting but what they're doing |
4799s | in that setting like what they're doing |
4801s | with the camera and the gun play and the |
4803s | movement stuff uh that when that chase |
4805s | broke out down the hallway like that |
4807s | felt that felt great you know and you're |
4810s | just like that would I want to feel that |
4812s | in any situation in a horror game you |
4814s | know like in a in a dinosaur game but |
4816s | anything like that I don't care I want |
4817s | to feel that that yeah emotion I want to |
4821s | experience it I want to I want to press |
4822s | a button and make that happen and feel |
4824s | yourself |
4826s | I mean I suppose it does raise a |
4827s | question as well like looking at looking |
4829s | at that demo and you know we're all game |
4831s | developers we've all seen so many |
4833s | trailers that promises one thing and |
4835s | delivers something completely else there |
4837s | is that part of my brain that questions |
4839s | it it's like how much of this was actual |
4841s | gameplay and how much of it was say for |
4843s | instance scripted or whatever the case |
4845s | may be to give the illusion of the |
4847s | gameplay stuff |
4849s | um and especially like with the the the |
4850s | the gun shooting well you know as we |
4853s | were saying like there's no Crosshair |
4854s | and you know it looked like it was just |
4857s | all all of the players like how how does |
4860s | one play that like is there you know is |
4863s | there some mechanics there that I'm just |
4864s | not seeing like you know where it's kind |
4865s | of got like a rough Auto lock-on and you |
4868s | just kind of vaguely aim at the |
4869s | direction and trusted the work or |
4872s | because I imagine that'll be incredibly |
4873s | frustrating if it is just aiming |
4876s | wherever this guy's wobbly arms going |
4878s | sort of thing |
4879s | um so I do wonder I do Wonder but it |
4881s | looks great |
4882s | um and I think yeah it's definitely got |
4883s | some fun elements to it I'm just I'm |
4887s | um I I guess I'm confused by it more |
4889s | than anything like I want to know how it |
4890s | is rather than just watching it as a |
4892s | developer it raises a lot more questions |
4894s | like I'm just like okay well I mean like |
4897s | you're saying when you're aiming it |
4899s | because it has this feeling like you're |
4900s | in VR but VR you have you have your arm |
4902s | you know what you're doing with it you |
4904s | have muscle memory there is a disconnect |
4905s | between what you're doing on a you know |
4907s | the screen with a mouse you don't have |
4911s | that kind of control so what are they |
4912s | doing to keep that from being a |
4914s | frustrating user experience but um there |
4916s | is a video of him playing it in Editor |
4918s | to prove that it's real and he's just |
4919s | shooting around places so |
4922s | um it's yeah it's a lot of procedural |
4924s | animation stuff it looks like I just I'm |
4927s | curious how accurate it is |
4929s | well I mean I think you know it's it's |
4931s | probably worth even almost asking |
4933s | everyone in the audience as well it's |
4934s | like anyone who is familiar with the |
4936s | under recorded thing |
4938s | um is there anything in that demo that |
4941s | you would potentially like to see in |
4943s | ready or not or like you know is there |
4945s | anything that you think is good think |
4946s | it's bad let us know in the comments |
4949s | yeah seriously I'm just curious to know |
4952s | what the uh what like what the audio |
4953s | situation is going to be like if they're |
4955s | going to go with um because I mean we |
4957s | tried uh we've gone through the The |
4958s | Gauntlet with all these you know |
4960s | third-party plugins steam audio |
4963s | um resonance audio uh Oculus and I mean |
4967s | at the end of the day it it always just |
4969s | works out better when we went with just |
4971s | the vanilla |
4973s | I guess kind of sound elements and then |
4976s | we just tweaked it or made our own so |
4978s | I'm just really curious to know if |
4979s | they're gonna go in in a direction like |
4981s | that |
4982s | um I don't know what kind of stuff |
4983s | ue5 has |
4985s | um in terms of audio that'll really like |
4986s | push it over the edge because I know |
4988s | right now especially a lot of the third |
4990s | party tools on ue5 I've been keeping an |
4993s | eye on the forums and it looks like |
4994s | they're a little unstable so I'm just I |
4998s | I would really like to know what what |
4999s | they've got cooking under the hood |
5005s | all right and I guess as we're coming up |
5009s | on our uh on our last half an hour I can |
5011s | uh ask you guys about our uh about the |
5014s | mapping contest that wrapped up recently |
5016s | uh did all you guys get get a chance to |
5018s | try at least uh at least some of the |
5020s | entrance |
5025s | I'm just gonna say really quickly uh I'm |
5028s | gonna shout out kiwi here because |
5029s | there's one thing that uh there's one |
5031s | thing with that he did with audio that I |
5033s | think I heard right |
5035s | um and it's how I I think he has certain |
5038s | sounds when you're going inside they |
5039s | actually start to kind of Bend with the |
5041s | door you know it's it's like kind of |
5043s | physically modeling that uh that that |
5045s | propagation in in like limited aspects |
5048s | but you know he's he's working with the |
5049s | tools that he's got I gotta shout that |
5051s | out man that that was crazy that was |
5053s | really impressed with that |
5057s | all right anybody else got uh |
5059s | anything else to add any uh particular |
5062s | Maps you'd like to call out uh we had |
5065s | surprising nobody we had sanctum's |
5068s | deceit in first place which was an |
5071s | incredible incredible collaboration |
5076s | um I'm a little biased I know Seth he's |
5078s | great |
5081s | um and then we had yeah yeah we had |
5083s | kiwis uh |
5085s | uh kiwis uh operation Falcon hour |
5089s | airport uh which whichever name you |
5092s | decide to call it and then uh Stan's uh |
5095s | hot coffee map |
5097s | those were uh top three in descending |
5100s | order |
5102s | one of the things I will say about all |
5104s | these maps and |
5106s | Daryl is like |
5108s | that the amount of creativity that they |
5111s | come out with and the things and |
5112s | features they design out of just reverse |
5115s | engineering a lot of the stuff I |
5118s | I've seen some things in these maps that |
5119s | I was like oh wow |
5121s | this is really cool I think it's uh |
5124s | sentence to see how to uh had like fence |
5127s | like you could actually uh unscrew the |
5129s | fence and you can toss like a flashback |
5131s | through it and it'll like go across like |
5133s | the map and stuff so I was like what the |
5135s | hell |
5136s | it's very impressive |
5138s | frankly bonkers |
5141s | yeah I definitely am always sort of |
5143s | impressed by like uh what the modding |
5145s | Community is able to kind of like figure |
5146s | out and |
5148s | in cases like the mapping you know even |
5150s | even a lot of the mapping stuff uh even |
5152s | though it's sort of original content |
5154s | involves a lot of reverse engineering of |
5156s | the game systems um |
5159s | and I I don't know there's a lot I could |
5162s | talk about with modding especially |
5163s | behind the scenes if that would be |
5165s | interesting always mad respect for |
5166s | modders I think I would be surprised if |
5169s | almost every single one of us came from |
5171s | somebody background uh |
5173s | that led into led into you know the |
5175s | games that we were working on now |
5178s | uh so it's uh it's really awesome to see |
5181s | what people can do with these you know |
5183s | things that exist and matching the |
5185s | quality of the first party content |
5188s | or exceeding it sometimes even the one |
5190s | thing I will mention is um the last time |
5192s | I had uh talked to developers about uh |
5196s | modding in general I guess if so right |
5199s | you know I'll speak on a little bit |
5201s | um |
5202s | as far as modding |
5205s | stuff goes uh it's been kind of an |
5208s | effort a personal effort to ensure all |
5209s | the work like especially the new stuff |
5211s | that we've been developing |
5213s | um is even more water friendly uh |
5217s | so I haven't really been able to talk to |
5219s | anyone in particular about this but I'd |
5221s | love to eventually reach out to some of |
5224s | the body people see exactly what they're |
5226s | looking for |
5228s | as far as like what is our |
5233s | talked about like the customization |
5235s | stuff that Gerard's working on |
5238s | that stuff you know as far as the back |
5241s | end goes |
5242s | is being developed with modding heavily |
5245s | in mind |
5247s | um |
5248s | if anyone has got through the technical |
5250s | knowledge and for example say how like |
5251s | the weapons are done right now they're |
5253s | kind of |
5254s | rigid |
5256s | um that like you're gonna have to |
5257s | replace existing weapons yo okay now |
5260s | we're good |
5261s | but for things like |
5263s | customization you know we would really |
5265s | like it to make it so that the content |
5266s | is more like open like you don't have to |
5268s | replace existing things you can add |
5270s | things and just generally making the |
5273s | the |
5274s | Mario's life easier in a way yeah |
5276s | basically yeah |
5280s | it's gonna make the game designer's life |
5283s | easier exactly yeah exactly so that's |
5285s | something we found too is that like sort |
5287s | of working on this stuff has ended up |
5289s | kind of doing like Leaps and Bounds as |
5292s | far as like |
5294s | while making our own jobs easier so I |
5298s | guess the uh the one thing that is the |
5300s | most interesting thing to talk about |
5302s | when it comes to modding is |
5304s | um |
5305s | the last developer I talked to about uh |
5309s | uh modding in general was |
5311s | uh had the uh I think the way that they |
5315s | described it it's really interesting |
5317s | watching modders work because |
5320s | the development team knows what a system |
5323s | and an engine should be able to do so |
5326s | they know you know they a developer will |
5329s | operate exactly within those bounds and |
5332s | you know do what they can to produce |
5334s | within those bounds whereas matter goes |
5336s | okay how can I bend this and break this |
5338s | to make it do what I want |
5342s | and that's where where you get that get |
5344s | that day uh |
5346s | that that sort of |
5349s | I think the word would be able to say |
5351s | different design philosophy between uh |
5353s | modders and developers I think I think |
5356s | yeah I think you nailed that on the head |
5358s | because like when I when I got brought |
5360s | in like not knowing a lot of the |
5361s | backdrop and a lot of the technicalities |
5363s | and limitations you just don't hint |
5365s | yourself on those things when you're |
5366s | when you're thinking about something and |
5368s | uh Mark knows this and like like what |
5371s | knows is I'm constantly bouncing out |
5373s | questions like yo I have this great idea |
5374s | what if we do this I don't even know |
5376s | anything and then Marco's like yeah okay |
5377s | cool yeah this can be done this can't be |
5380s | done oh okay perfect because it's just |
5382s | like so many so many things that you |
5384s | have to take into consideration when it |
5386s | comes down to uh just being creative |
5388s | that uh that yeah it's I can see also |
5392s | like why that like modders end up making |
5394s | like crazy things out because they're |
5395s | just not constrained about like hey this |
5397s | is gonna be like I don't know |
5398s | performance heavy or whatever like |
5400s | there's like I think it was like one map |
5402s | that you could even pick like the spawn |
5403s | areas and all these things it was just |
5405s | so crazy yep that was Sanctum yeah you |
5408s | just come out with like the craziest |
5409s | thoughts when you're not even |
5410s | considering like the uh the side effects |
5413s | I guess on the performance side |
5416s | and |
5418s | actually I wouldn't even go oh sorry |
5420s | yeah it's it's crazy because like um I |
5423s | love seeing these individual Maps like |
5424s | you know the Sanctus reasons are |
5426s | um and all the other ones as well like |
5427s | really really incredible stuff |
5429s | um and it is always really interesting |
5431s | to me like what can be done Ben you're |
5434s | not having to take the entire project |
5436s | into consideration so like you know even |
5438s | the idea of like introducing mechanics |
5440s | like um you know different spawn points |
5442s | or you know opening the vent throwing |
5444s | grenades down |
5445s | um it's one of those things where it's |
5446s | like yeah that's incredible and having |
5449s | this playground to do all these things |
5451s | in like an isolated space it really does |
5454s | show like what our potential is is of |
5457s | adding more stuff to the game is as well |
5460s | um but there is always that thing that |
5463s | just you know we have to keep coming |
5464s | back to which is we've already got like |
5467s | three quarters of a project how do we |
5469s | suddenly start implementing all those |
5471s | things within our game now so it makes |
5473s | sense and so it works |
5476s | um so like you know a lot of our maps |
5477s | for instance a design very much around |
5479s | just having one spawn point it's like |
5481s | well we could probably figure out a way |
5483s | to have multiple spawn points but |
5486s | um I you know there's going to be a lot |
5488s | of work |
5489s | you know even if even if half of them |
5491s | are fine there's still like a lot of |
5493s | work on top of that to try and get the |
5494s | rest of them working fine |
5496s | um and a lot of it just comes from yeah |
5498s | you know we were evolving the game as we |
5500s | were going we didn't we didn't have a |
5502s | set plan to just do everything because |
5505s | no game does everything that's the thing |
5508s | it's like you know we we're we're |
5509s | learning as we're going and we're |
5511s | figuring out what works and what doesn't |
5512s | work |
5513s | um but all this stuff that we are taking |
5515s | on board and you know who knows what the |
5518s | future is going to hold |
5522s | alrighty and I guess |
5524s | as we're coming up on the end of our |
5526s | hour I will uh |
5529s | uh I'll I'll hold one one question for |
5532s | the very end but um |
5534s | is there anything in particular you guys |
5537s | like to kind of address to the community |
5538s | or kind of let them know you know |
5541s | anything like that |
5546s | you guys are all awesome for showing up |
5548s | today it's all good to see |
5550s | we really appreciate it because I know |
5552s | there's been like we we peaked at what |
5554s | like 250 today and then um like there's |
5557s | been a steady 150 130. so for those that |
5561s | that stuck around and listened to all |
5563s | the cues like that that means a lot to |
5564s | us |
5565s | the uh uh the view count on the NBA AMA |
5570s | is currently 18 |
5572s | 000 so I expect this one to |
5575s | to kind of hit those numbers as well so |
5577s | a lot of people are going to hear or |
5578s | hear what you guys said |
5581s | awesome awesome |
5585s | no definitely definitely and yeah just a |
5587s | you know Echo what everyone's been |
5588s | saying thank you so much everyone for |
5590s | turning up it's genuinely really amazing |
5591s | to have such support it really is |
5596s | we love all |
5601s | right if you guys are gonna keep it uh |
5603s | short and sweet then I guess uh |
5607s | I guess the final question is update |
5608s | when |
5612s | we're supposed to release those TM |
5615s | right yeah oops we kind of forgot to |
5617s | drop the update sorry |
5619s | you guys didn't download it |
5622s | okay |
5625s | yeah |
5626s | all right uh so I guess I'll I'll I'll |
5629s | leave this dishes decision of you guys |
5631s | would you guys like to uh pick some uh |
5634s | extra questions out of Chad or would you |
5635s | like to uh like to sign off here and |
5638s | enjoy the rest of your weekend |
5639s | I'd love to pick a question on the chat |
5642s | as long as it's nothing that it's gonna |
5643s | give me uh |
5644s | shot overboard all right go go go |
5647s | digging we got some time |
5649s | oh all right let's see uh I have seen |
5651s | this one a few times Well flashlights be |
5653s | added to helmets since I saw it being |
5654s | used in the trailer well technically the |
5656s | flashlight's already on the helmet per |
5658s | se they're just like all props uh |
5661s | I mean it's out of place another thing |
5663s | but |
5665s | um would be very interesting or |
5667s | something to think of in the future |
5668s | perhaps but uh nothing could be said or |
5670s | settled yet but uh I mean I I come from |
5674s | like the realistic background in that |
5675s | sense and I'd love to have as many crazy |
5677s | things as I could integrate in the game |
5679s | but uh you also have to think about how |
5682s | it affects like the whole game playing |
5683s | what's already there or not so you got |
5685s | to take that with a little grain of |
5686s | solid you know |
5697s | if if we're going to get any more sort |
5700s | of like day-to-day Maps |
5701s | um so this is something that we've heard |
5704s | um quite a lot as well like people just |
5707s | want |
5708s | um |
5709s | you know less shall we say extravagant |
5712s | math so we have a lot of crazy scenarios |
5715s | a lot of crazy worlds and a lot of that |
5717s | comes from you know we want to make a |
5719s | rich and interesting World |
5721s | um and to answer that kind of question |
5723s | yes absolutely |
5725s | um we have heard what everyone's you |
5728s | know been saying about how you know like |
5730s | a simple house raid is just you know a |
5733s | small content environment but just done |
5736s | really really well absolutely |
5739s | um so it's something that we are |
5740s | definitely definitely Keen to do a lot |
5742s | more of as well and also keep on doing |
5744s | the bigger more flamboyant Maps as well |
5747s | um so yeah a little bit of everything |
5749s | for everyone |
5751s | because there are uh there are handful |
5754s | maps that absolutely nobody outside of |
5757s | void knows is uh is coming yet so those |
5759s | will be nice and interesting to show off |
5764s | 100 yeah 100 and we have a lot of plans |
5767s | in the works as well for future stuff |
5770s | um |
5773s | uh yeah we have like always have a wish |
5776s | list but I think every department has |
5778s | like the wish list longer than than the |
5780s | time would even allow |
5782s | so I'm sure whatever is there by 1.0 or |
5786s | whatever is going to be there at some |
5787s | point it would I would be surprised |
5792s | um oh actually I guess that's that's a |
5794s | pretty pretty relevant question |
5796s | um |
5799s | uh will will there ever be a uh maps on |
5802s | like a bus or a plane or those could |
5805s | kind of be too small a scale for uh |
5808s | for ready or not |
5811s | that is an interesting question |
5813s | um yeah I mean |
5814s | I'm not saying no by any means |
5817s | um again mostly just because I don't |
5819s | want to potentially pigeonhole me into |
5821s | an answer because like at the end of the |
5823s | day we're we're open to try all kinds of |
5825s | things |
5827s | um but it is definitely one of those |
5828s | things that at the end of the day the |
5830s | gameplay is king |
5832s | um so we have to keep that in mind that |
5835s | uh sort of like real world spaces don't |
5840s | really allow a lot of flexibility when |
5843s | it comes to our game mechanics |
5846s | um so you know to use an example stairs |
5849s | like like the actual width of a normal |
5852s | staircase in the house is an absolute |
5855s | nightmare for Gams |
5857s | um uh doorways are usually pretty okay |
5860s | when it comes to first person stuff but |
5863s | uh you know to take uh different games |
5865s | into consideration like if you have a |
5867s | third person camera like you know on |
5869s | Batman Arkham Knight or something like |
5870s | that |
5871s | um you'll notice all their doors are |
5873s | like eight nine feet tall because |
5874s | suddenly you've got this floating camera |
5876s | behind you and you've got to figure out |
5878s | a way of getting it down and through the |
5880s | door sort of thing |
5882s | um so there's all kinds of like weird |
5885s | quirks that real world stuff |
5888s | um just doesn't allow gameplay to happen |
5891s | sort of thing so we have to creatively |
5893s | get around those problems |
5895s | um but I mean you know using or using |
5898s | that as an example it's like well okay |
5900s | one bus probably it's not going to make |
5902s | a level big enough you know to to make |
5906s | an interesting kind of thing |
5907s | um but you could probably do something |
5909s | like a bus step or |
5910s | um or something like that so you know |
5912s | like an airplane again I think an |
5914s | airplane as long as we had enough |
5916s | freedom in the actual design of the |
5918s | airplane to make it like a huge airplane |
5922s | um like uh oh it was a film it was a |
5925s | film of was it Jody Foster in it um |
5927s | flight plan or something like that where |
5929s | it was like it was a huge airplane |
5932s | um and as long as we can have like aisle |
5934s | ways big enough and enough space between |
5935s | the seats and things like that but then |
5937s | it's like you know okay what about cover |
5939s | uh you know airplanes tend to be quite |
5942s | spacious and you know you can look from |
5944s | one end to the other it's like oh okay |
5946s | um so we'd have to be creative with that |
5948s | stuff is all I can say of that so as |
5950s | long as we can as long as we can make |
5952s | interesting gameplay and interesting |
5954s | visuals without it looking you know a |
5956s | little bit mental |
5957s | um yeah you know we're open to doing all |
5960s | kinds of fun stuff |
5961s | all righty |
5963s | um |
5964s | and do you uh I guess this one would |
5968s | would be specifically for uh for Mark |
5972s | um do you have anything you would like |
5974s | to uh share with the community at large |
5976s | about school |
5980s | ah why did you put that on me |
5984s | um well you're the bad guy so well |
5985s | you're the art guy so you know you're a |
5988s | lot of that |
5990s | um |
5990s | yeah so like I I don't want to say it |
5992s | too much again because I know that |
5995s | um you know at the end of the day we |
5996s | don't want to you know spoil Future No |
5998s | No announcements we have a lot more |
6001s | stuff that needs doing now before we get |
6004s | to that level |
6006s | um rest assured it's still still in the |
6008s | plan |
6009s | um it's still something that we're |
6011s | entertaining and it's still something |
6012s | that we're actively trying to you know |
6015s | do something about |
6017s | um and we have we have some ideas and |
6021s | you know just like everything in ready |
6023s | or not we are treating the subject |
6026s | matter with the absolute absolute most |
6028s | respect |
6030s | um you know I'm not saying |
6032s | I I honestly don't want to give anything |
6034s | away until it kind of comes out sort of |
6036s | thing because you know we've got we've |
6037s | we've got surprises before we even get |
6039s | to that yeah um but you know with with |
6042s | everything ready or not we want to make |
6045s | oh again and we want to make the best |
6048s | game we can and you know we are dealing |
6051s | with horrible subject matter |
6054s | um and you know we are going to shine a |
6056s | light on it we're not going to celebrate |
6058s | it we're gonna if anything we're |
6059s | celebrating the heroes that have to deal |
6061s | with this stuff on a daily basis |
6063s | um you know the act the actual swath is |
6066s | um you know like like from Julio's story |
6068s | earlier like what a harrowing tale |
6072s | um and how how horrible it must be for |
6074s | the SWAT officers as well as the victims |
6076s | involved with that as well |
6079s | um so yeah rest assured you know it it |
6081s | like everything ready or not we'll do it |
6083s | carefully and we'll do it respectfully |
6085s | and you know hopefully we'll have an |
6088s | awesome level that comes out of it |
6091s | all right |
6093s | and that that uh addresses a lot of the |
6097s | uh |
6099s | um basically all the questions we uh we |
6101s | had for you guys besides uh as besides |
6104s | poor Sterling is uh fashionable absence |
6110s | um yeah so it it was great |
6115s | it was great to have you all here thank |
6117s | you for for taking time both side of |
6119s | your schedules and fighting with time |
6122s | zones to show up for the for this Ama |
6126s | amen no sweat at all well thanks to you |
6128s | for the moderation and uh thanks to the |
6131s | mods for keeping an eye on the chat |
6132s | because I know it's uh we've got some |
6134s | Rowdy folks unfortunately |
6136s | uh that like to take the fun out of the |
6139s | situation a little bit but it's all good |
6140s | it was it's it's awesome being able to |
6142s | chat with the community |
6145s | thank you definitely always feels good |
6147s | to be uh touched and keep everybody |
6149s | boosted even though we're uh we're |
6151s | working so hard that sometimes we don't |
6152s | get to share too much so we want to make |
6155s | it known that we're not forgotten you |
6157s | guys |
6158s | not not forgotten update soon TM |
6161s | question mark |
6162s | yeah 100 100 and yeah |
6166s | like we we you know take it from me we |
6169s | have a lot of really really cool content |
6173s | coming up so you know watch this space |
6175s | as it were um and yeah we hope you guys |
6178s | get excited about the new stuff when it |
6181s | comes out as we have been excited making |
6183s | it as well |
6187s | all right |
6188s | and with that I will also extend thanks |
6190s | to all the all the community members in |
6193s | the mods as well who have come out you |
6196s | know ask questions and kind of kept the |
6198s | peace |
6200s | so thank you for uh thank you for |
6202s | showing up and all y'all enjoy the rest |
6204s | of your weekend |
6207s | have a great weekend everybody have a |
6208s | good week I guess yeah thanks guys thank |
6210s | you guys |