8 months
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Coffee Stain Studios
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0s | many of you are probably wondering |
---|---|
2s | what's coming in 1.0 but today I'd |
4s | rather talk about a few things that are |
6s | not making it into |
9s | 1.0 getting the game to where it is |
11s | today has been an arduous journey and |
12s | there are still so many things that we |
15s | still want to add to the game but we |
17s | sort of need to be a bit realistic uh we |
19s | would be in early access for many many |
21s | many more years before we be anywhere |
23s | near close to have everything we want in |
25s | the game if we're ever going to release |
27s | a complete game we sort of need to come |
29s | to terms with the fact that we can't |
31s | have everything and we need to decide |
33s | you know what can and can't make it into |
35s | the full release and that means making a |
38s | few sacrifices this is just how it is |
41s | when you're developing any game a game |
43s | can only be finished when you stop |
44s | working on it I I think to a large |
46s | extent this video will sort of |
48s | disappoint many of you especially since |
49s | we haven't really revealed anything yet |
51s | for 1.0 so you really don't know what |
53s | you're looking forward to uh but you |
55s | know I'd rather be open about this stuff |
57s | so that we can sort of paint a better |
58s | picture as to what you can expect to see |
61s | in the full release uh or or I guess in |
64s | this case not see I do want to point out |
66s | though that in contrast to the video we |
68s | made on you know six things we're never |
69s | adding to satisfactory it's still quite |
71s | possible we're going to add some of |
73s | these features to the game at some point |
75s | it just won't be in time for the 1.0 |
77s | release first thing I want to talk about |
78s | is the big crab enemy you saw back in |
80s | the reveal trailer in 2018 this is |
83s | probably not going to come to as a |
84s | surprise to many people because we've |
86s | already said in the past that we've sort |
87s | of put this enemy on ice as development |
90s | for before the game has gone on we sort |
92s | of realize more and more over time that |
94s | the combat aspect of satisfactory isn't |
96s | very important and it's not something |
98s | that people you know keep coming back to |
99s | the game for I'm sure that adding more |
102s | combat related features to the game |
104s | would make the combat better cuz like |
106s | right now the combat is a bit mid uh but |
108s | we don't mind it being that way cuz it's |
110s | not really a heart of the game you know |
112s | it's not hard of cards and the more we |
114s | look into this we find that we get a |
116s | better return of investment in |
117s | development when we focus on like the |
120s | fact aspect of the game rather than the |
122s | combat aspect of the game and that's why |
124s | for instance in update 6 we sort of |
126s | decided that we would rather add like |
127s | you know Variety in the forms of |
129s | different types of ammo for weapons uh |
132s | which also added a bunch of automation |
133s | challenges rather than add combat |
136s | mechanics or you know more involved |
138s | enemies we have sort of improved some of |
140s | these aspects over time but I think we |
142s | need to make sort of a bigger change to |
144s | have like any real bearing on like the |
145s | combat aspect of the game and the Krab |
147s | boss is one of those things where we |
149s | don't really feel like it necessarily |
151s | adds too much to the game as it is uh |
154s | regarding of like how bombass it is and |
156s | it's a bummer that we sort of showcase |
158s | this in our marketing material only to |
160s | like end up not adding it but I also |
162s | think it's a bit unreasonable to hold us |
164s | accountable for something that we've |
166s | only showcase for like literally 30 |
167s | frames in one trailer from almost 6 |
169s | years ago a lot of things have changed |
171s | since then and you know we wouldn't have |
173s | decided to exclude it uh if it weren't |
175s | cuz we thought we would add you know any |
178s | other better if we could add any |
180s | uh if you could have would we wouldn't |
184s | have decided to exclude it if it weren't |
186s | cuz we thought we could add you know |
188s | other better things to the game the main |
190s | reason why we haven't been able to add |
191s | this up until now is because we would |
193s | need to spend a significant amount of |
195s | time to improve the AI pathing that |
197s | exists it's a big large creature it's a |
200s | big large creature uh that doesn't work |
203s | with the AI system we currently have |
205s | unfortunately so we would sort of need |
206s | to accommodate the AI system uh with |
209s | that creature in mind and we felt like |
210s | the development wasn't really worth it |
212s | for this another thing that's not making |
213s | it into 1.0 is official mod support I |
216s | think if you asked us like a couple of |
218s | years ago whether we would ever launch |
220s | 1.0 without official mod support I think |
222s | we would have like straight up said no |
224s | that's not happening we've sort of built |
226s | the game with modding in mind like |
229s | that's the reason why our safe system |
230s | works the way it does and a lot of other |
233s | systems that we've designed we've |
234s | designed them with modding in mind but |
236s | we were blown away by like how quickly |
238s | people started making mods to the game |
240s | and today there's a very active moding |
242s | community and you know they've done |
243s | amazing work fix it.app is a really |
246s | well-made website that give you access |
247s | to like all the tools necessary to both |
249s | download and develop mods uh the |
251s | satisfactory mod manager is very easy to |
253s | install to disable and enable mods and |
256s | such and like I said we have a very |
258s | active moding scene something that I |
260s | don't think we anticipated when we |
261s | launched satisfactory initially I think |
263s | initially we really thought that we |
264s | weren't going to see any mods until we |
266s | added official mod support so the fact |
268s | that like we have such an active modding |
270s | scene right now is just like so amazing |
272s | to us and while we don't have official |
274s | mod support you know we still try to |
276s | support our modding Community as much as |
278s | we can and we're going to continue doing |
280s | so having official mod support would of |
282s | course make it simpler to use mods and |
284s | potentially even make mods but you know |
286s | it's already pretty streamlined as it is |
289s | which by the way is all because the |
290s | modern Community has puted so much |
291s | effort into it which is crazy and to my |
294s | understanding like the only thing that's |
295s | kind of limiting in terms of developing |
297s | mods right now is how we handle Sound |
299s | and Music in the game so I think that |
301s | could really benefit until then there |
303s | are already a bunch of really good mods |
305s | we have a very active modding Community |
306s | like I said and we're super stoked about |
309s | that so while we do want to add official |
311s | mod support eventually uh in this case |
314s | our efforts could be put into something |
315s | else that's currently missing in the |
317s | game okay so uh I think I'm going to get |
319s | crucified for saying this but yeah one |
322s | thing that's not coming at 1.0 is the |
324s | ability to easily build circular |
327s | foundations uh now I know this is one of |
329s | the most requested things from our |
331s | community in terms of building in the |
332s | game but unfortunately it's a |
334s | complicated problem at first glance this |
336s | might seem like a trivial thing to |
338s | implement by just slapping you know a |
340s | bunch of triangular pieces together and |
341s | call it a day uh but that's not |
343s | necessarily the case as different people |
345s | sort of want different outcomes on this |
347s | topic and in some cases we might need to |
349s | like sort of redesign how our current |
350s | build system functions just to be able |
352s | to support fully given like what people |
354s | are asking for even if we did add |
356s | separate bill pieces such as like |
357s | equilateral triangular Bill pieces or |
359s | whatever ever uh we still need to manage |
361s | all the dependencies that all our |
363s | foundation pieces and all our wall |
364s | pieces and such already have at the |
366s | moment that's not to say that we can't |
368s | do any of these things it's just that |
370s | when we looked at like prioritizing |
372s | development for the game we always find |
374s | that like there are other things that |
376s | don't exist in the game right now that |
378s | we think are more worth working on |
380s | because people are already able to build |
382s | Ciro platforms uh granted that they're a |
384s | bit like finicky and annoying to build |
386s | and they don't look perfect you know and |
387s | there's a bunch of Z fighting you know |
389s | Etc ET but there are detailed guides out |
391s | there on how to do this and since the |
393s | addition of blueprints it's become |
394s | easier to build stuff that curves and |
396s | make these sort of circular foundations |
398s | so I highly recommend checking some of |
399s | these tutorials out people are already |
401s | able to like do really creative stuff |
403s | with curves and while it's not a smooth |
405s | experience you know people uh aren't |
408s | limited by it but there are limitations |
410s | to other aspects of the game where you |
412s | know certain features straight up don't |
414s | exist so we could definitely improve |
416s | that aspect of the game um but it always |
419s | comes down to like iation and and what |
421s | we work on and you know maybe we we sort |
423s | of dropped the ball on this decision |
425s | specifically maybe it would have been |
427s | really uh Worth to prioritize this |
429s | aspect of the game uh I guess it's hard |
431s | for you guys to sort of weigh in on this |
433s | right now given that you don't really |
434s | know all the details for everything |
436s | that's coming at 1.0 yet so so yeah like |
438s | once the game is out do tell us on the |
440s | qway side if we should prioritize this |
442s | next and on the topic of that I also |
444s | want to mention roads because this is |
446s | also something a lot of people ask about |
448s | specifically and it's so sort of the |
450s | same thing there people are able to |
452s | build roads and satisfactory already |
454s | with the build pieces that exists it's a |
456s | finicky it's annoying but it's |
458s | technically possible uh we did prototype |
461s | actually a sort of system early on where |
463s | you could build roads using splines |
465s | similar how like train tracks work uh |
467s | but it wasn't great if I to be honest it |
469s | was really hard to make it look good it |
471s | didn't really Jive that well with the |
473s | current build mechanics that we had so |
475s | we decided to get rid of it there are |
476s | also some optimization issues that come |
479s | with all this stuff so again instead of |
481s | tackling that problem we instead opted |
483s | to develop other features for the game |
485s | that we sort of felt were missing |
488s | instead of supporting this stuff better |
490s | I'm just okay so I'm just a messenger |
491s | here so like don't shoot the messenger |
493s | okay but just saying next exciting thing |
495s | that's not coming at 1.0 that I want to |
497s | talk about is any type of logic system |
499s | to the game we're not against this idea |
501s | as with any of the other ideas I think |
503s | these are all great ideas uh we think it |
505s | could be really cool we have you know |
507s | many ideas on how we could do this uh |
509s | and we have even prototyped some of this |
511s | stuff but we decided to to not |
513s | prioritize it for the game mostly |
515s | because we don't want the game to be |
517s | like overly complicated with the |
518s | addition of extra logic that the play |
520s | would need to sort of facilitate we |
522s | didn't want to design the game where you |
524s | would need to sort of include logic |
526s | stuff to be able to fully play the game |
528s | uh so in that case it would be sort of |
530s | an optional thing uh and if it's an |
533s | optional thing then the question becomes |
535s | like whether it's worth spending that |
537s | amount of time needed to be able to |
539s | implement something like like that uh |
540s | when it's not really part of the core |
542s | gameplay I think that comes down to like |
544s | a lot of this stuff it's just basically |
546s | time and effort that goes into |
547s | implemented this stuff um and it's |
550s | always a question of like prioritization |
552s | for us and this is a feature that we |
554s | think could be really cool for |
556s | satisfactory and there are elements in |
558s | the game where even like minor logic |
559s | would really benefit greatly from from |
562s | the existing gameplay but um yeah don't |
565s | expect anything like that for 1.0 |
567s | unfortunately and the last thing I want |
569s | to talk about about is that there are |
571s | currently some parts in the game that |
573s | are going to be removed you already know |
577s | of one which is beacons uh the reason |
580s | why we're removing beacons is because |
582s | we've since updated how the map works |
584s | with the addition of map markers which |
586s | you can more easily like place down on |
587s | the map instead of having to like |
589s | physically go and place them in the |
591s | world and now sadly there are two more |
594s | casualties which are flowers and color |
598s | cartridges rest in peace |
600s | the reason for this is because we want |
602s | to remove cost for |
604s | customization originally you needed to |
606s | use color cartridges to be able to paint |
608s | walls and stuff like that we found that |
610s | very tedious so we opted to remove that |
613s | for coloring walls when we removed the |
615s | color gun and so far we sort of kept |
617s | that cost for patterns that you could |
619s | paint on foundations but even in the |
621s | case for these we we feel like it's |
622s | still a bit unnecessary we we originally |
625s | had plans to make it so you could like |
626s | automate Coler cartridges because like |
628s | running around for 30 hours collecting |
630s | flowers just so you could paint your |
631s | factories felt a bit annoying and you |
633s | know unnecessary but after working a bit |
636s | on the recipes during the rebalance P |
637s | that we're currently doing for 1.0 we |
639s | felt like having to automate stuff to |
641s | just like customize patterns doesn't |
643s | really add that much to the game so we |
645s | decided to just completely remove those |
647s | and make all customization completely |
649s | free speaking for balancing by the way |
651s | if you didn't know we're currently |
653s | working on rebalancing many of the |
654s | recipes in the game uh the rebalance |
656s | will be mostly focused on the end game |
659s | so don't worry too much about like the |
661s | early and mid sections of the game um |
664s | those recipes haven't changed too much |
666s | if uh any at all as far as I know but we |
668s | are making General tweaks to like the |
670s | game overall and that includes pretty |
672s | much all the recipes checking them out |
673s | and seeing if they make sense I guess we |
676s | thought it was best to sort of do this |
677s | at the end of production rather than |
679s | like having to do it over and over over |
680s | multiple updates uh cuz it's kind of |
682s | disruptive when like after each update |
684s | you would have to sort of make changes |
686s | to your production lines and your |
687s | factory so so that's what we're working |
689s | on right now I think I've mentioned this |
691s | on stream a couple of times that we were |
692s | planning to do a rebalance pass like |
694s | this and uh now we're doing it so yeah |
697s | we're doing it one big swoop now at the |
699s | end and hopefully it won't affect too |
701s | much and even the people that it does |
703s | affect I think a lot of people are still |
704s | going to like restart the game from |
706s | scratch anyways when 1.0 comes out so |
708s | maybe it's not a big deal anyways this |
710s | is still somewhat of an ongoing process |
712s | so I can't really talk too much about it |
713s | now but I can unveil the changes that |
716s | we've made to the alt recipe that |
718s | included beacons so remember how back in |
721s | update whatever when we said we were |
723s | going to remove beacons and said they |
725s | were deprecated we still kept them in |
727s | the game because there were was an ALT |
728s | recipe that still used them and we |
730s | didn't want to disrupt that production |
732s | line but now that we're doing |
733s | rebalancing we actually know what that |
735s | recipe looks like so let's talk about |
738s | that so the new ingredients for the |
739s | uranium fuel unit are 100 in case |
742s | uranium cells 10 electromagnetic control |
745s | rods three crystal oscillators and 10 |
748s | rotors |
750s | um so that means essentially that |
752s | instead of beacons in that recipes we |
754s | replace it now with rotors so now you |
756s | know so there you have it these are some |
758s | of the things that I know people have |
760s | been sort of asking for that we can |
762s | confirm right now are unfortunately not |
764s | coming at 1.0 but maybe later we'll see |
767s | like I said like these are good ideas we |
770s | like these ideas it's just that we |
772s | weren't able to make them come to |
774s | fruition in 1.0 as I'm said I'm sure |
776s | this video is very disappointing for |
778s | many people uh but rather be upfront |
780s | about this stuff so you don't wait and |
782s | expect to see something that's not |
784s | coming there are many cool new things |
786s | coming in 1.0 that I hope will make up |
787s | for the exclusion of these things and |
789s | you know there are many more features |
790s | that are not coming I'm not listing |
792s | everything because that would be |
794s | impossible uh I just felt like listing |
796s | these things at least are things that |
798s | I've seen people talk about recently um |
800s | where I think a lot of people are sort |
801s | of looking forward to them and I just |
804s | want to set the record straight I guess |
805s | I I feel like I can't like really leave |
807s | it off at this though I I feel like this |
809s | video might be too much of a bummer if |
811s | it would just be me listing features |
812s | that a lot of people really looking |
814s | forward to won't be seeing in 1.0 so so |
817s | I'm going to give you all a tiny little |
819s | sneak peek on a little change we've made |
820s | to the game uh it isn't much but I hope |
824s | you'll like |
824s | [Music] |
838s | it |
885s | [Music] |