25 days
ago -
Coffee Stain Studios
-
Direct link
Transcript (by Youtube)
3s | [Music] |
---|---|
25s | [Applause] |
27s | oh oh it's that thing is that yeah that |
31s | right |
32s | yeah yeah we'll get to that we'll get to |
34s | that we'll get to that |
38s | but have you figured out what it is |
42s | hey hey i'm snoot i'm one of the |
44s | community managers at coffee stain |
45s | studios and i have a couple of things i |
47s | want to talk about today regarding the |
49s | creatures in our game there's also a |
51s | couple of things i want to tell you |
52s | about the mam but we'll get to that |
54s | we'll get to that right so the next |
56s | update we're working on is update six |
58s | and the theme for this update focuses on |
60s | improving the exploration aspect of |
61s | satisfactory a big part of exploring the |
64s | planet boils down to what the |
66s | environment looks like where do you go |
68s | what kind of resources can you discover |
71s | how much do they weigh |
73s | and what kind of creatures do you |
74s | encounter that brings that environment |
76s | to life the creatures you encounter on |
77s | the planet play a big part in the player |
80s | experience when exploring and we felt |
82s | that the current iteration of creatures |
84s | and their behavior have had some room |
86s | for improvement so for this update we've |
88s | kind of rebuilt the ai system from the |
90s | ground up to better support the |
91s | direction we want to take them in so |
93s | doing this proved to be a much bigger |
95s | undertaking than we estimated and we ran |
98s | into like a whole bunch of roadblocks |
100s | along the way we're quite happy with the |
102s | system itself but there's still a lot of |
104s | work when it comes to implementing the |
106s | ai for creatures and this can take quite |
108s | some time before we're fully happy with |
110s | it the overall of the creature ai isn't |
113s | necessarily to make the enemies harder |
115s | it's more about adding variety to the |
117s | creature's behavior and that's the key |
120s | thing here right variety because while |
123s | we won't necessarily add new uh |
125s | creatures in this update we are going to |
128s | make changes to the existing hostile |
129s | creatures let's talk about some of the |
131s | creature changes we made |
133s | and what you can expect to see in this |
134s | update essentially so first of all the |
137s | spitters in the game will have a |
138s | different look we want the spitters to |
140s | sort of like fit the biome that they |
141s | recite in so we've added three new |
144s | spitter types we've added desert |
146s | tropical and forest looking types that |
148s | you run into in different sections of |
149s | the map |
150s | there's also like a small version and a |
152s | big version of them in the future we |
154s | want these different variations to have |
155s | their own unique attacks and behavior |
157s | variations as well but for now they'll |
160s | have the same sort of set of behaviors |
162s | and just look differently essentially |
164s | hogs have also gotten some tweaks to |
165s | their behavior when they're attacking |
167s | the player and they also know like |
169s | telegraph when they're doing like that |
171s | charge a bit better by doing this like |
173s | animation wind up before they come |
174s | crashing in uh the hogs will still look |
177s | pretty much the same for now but we hope |
179s | to give the hog some updated looks in |
180s | the future as well |
182s | and on the topic of like general ai |
184s | behavior some of the creatures now have |
186s | a couple of more behavior states uh in |
189s | addition to the existing behavior states |
190s | the creatures will now also do like an |
192s | investigative state sort of to try and |
194s | figure out like where their enemy went |
196s | if they're chasing something and we've |
198s | also implemented so that creatures now |
200s | react to sound as well so enemies will |
202s | also investigate if they heard something |
204s | nearby which also means that you can now |
207s | sneak up behind enemies to like sucker |
209s | punch them or just like sneak by them if |
211s | you don't want to if you want to take |
212s | the more passive approach essentially uh |
215s | don't expect like any fancy like stealth |
217s | mechanics or anything like that it's not |
218s | metal gear sole or anything it's just |
219s | like an added touch to the existing |
221s | behavior that we have so |
223s | what is that cabbage looking yolk thing |
225s | that we've been teasing for a long time |
227s | now like what is it is it a new plant is |
229s | it a new creature well |
232s | it's actually none of those things |
234s | it's actually a redesign of the crab |
236s | hatcher |
238s | but it's not just a new look for it |
239s | though the crab hatcher still triggers |
242s | the same way as before when the player |
243s | gets close to it it will spawn a bunch |
245s | of flying crabs that attack the player |
247s | the difference now though is that the |
248s | crab batcher will keep spawning the baby |
250s | crabs until the hatch has been destroyed |
253s | we've also tweaked the flying crabs to |
255s | only have like one hp so they now go |
257s | down in like one hit and we also felt |
260s | like their ai was a little bit too |
261s | complex actually with the way they like |
263s | rolled around on the ground and stuff |
264s | like that when you hit them so we |
266s | decided to simplify their behavior a lot |
268s | so these are some of the changes you can |
271s | expect for update 6 for creatures for |
273s | now it isn't everything we originally |
275s | planned so we won't be finished with |
277s | this part of update 6 when it comes out |
279s | in the past we probably would have |
281s | waited actually with releasing this |
282s | update until we're closer to our vision |
284s | of how we want creatures to be in the |
286s | game but as i mentioned in the at the |
288s | announcement of update 6 we have to sort |
290s | of work a bit differently if we're able |
292s | to reach 1.0 in a reasonable rate and we |
294s | also couldn't release all the other |
296s | stuff without these new system changes |
298s | as they are like depending on one |
299s | another so we'll just have to deal with |
301s | the fact that we didn't manage to fully |
302s | finish what we set out to do for |
304s | creatures in update six so in some |
305s | regards you know creatures might not be |
307s | what we aim for them to be right now in |
309s | some aspects of the ai might actually be |
311s | a bit worse than before but we are going |
313s | to keep working on this while the update |
315s | is out on experimental which by the way |
317s | is going to be a bit longer than past |
319s | experimental periods so expect like a |
321s | you know a couple of update drops when |
323s | it comes to this sort of thing being |
324s | improved while the game is on |
326s | experimental the plan for creatures in |
328s | the future is to keep working on variety |
330s | we intend to tweak creature health and |
333s | damage values more depending on where |
334s | you run into them and as i mentioned |
336s | before another thing we didn't have time |
338s | to get around to is add more varieties |
339s | to the hogs looks |
341s | and like have them spawn in like |
343s | locations where they thematically fit |
345s | better in addition to this there's also |
347s | a new creature that we were working on |
349s | but uh we need a bit more time before we |
351s | can actually show that off yet so yeah |
353s | big tease we also want to strengthen the |
355s | connection between factory building and |
357s | exploration with creatures and combat |
359s | part of this is why we introduce new |
360s | ammo types as we want players to have |
363s | access to more powerful and different |
364s | tools to overcome exploration challenges |
367s | as they progress |
368s | so that's sort of the rundown of like |
370s | the creature changes that we have |
372s | planned for now now there's a there's |
374s | another couple of things i want to talk |
375s | about in this video uh one of which is |
377s | that there's a couple of new parts |
378s | coming the creatures in the game will |
380s | still drop loots once you've defeated |
382s | them and all the creature loot will now |
384s | have to be grinded down into a new part |
386s | called alien protein which |
389s | boy had it doesn't that look just look |
391s | tasty huh |
392s | this part will replace other alien loot |
394s | in some research and crafting such as |
396s | the inhaler from alien protein you'll |
398s | also be able to create these dna |
400s | capsules which will be used for science |
402s | research and some additional unspecified |
404s | purposes in the future another new part |
407s | that is related to the new ammo type |
408s | changes is smokeless powder this part is |
411s | an advanced type of black powder and can |
414s | be produced by combining black powder |
416s | with heavy oil residue in a refinery the |
418s | next big thing i want to talk about is |
419s | the mam and specifically some of the |
422s | changes we're making to the research |
423s | tree in the mam |
424s | the blade runners will now be unlocked |
427s | in the course tree instead of keterium |
429s | as he felt that quartz is somewhat |
430s | underwhelming and coterium was sort of |
433s | stealing all the thunder we've also |
434s | moved a few uh noteworthy alt recipes to |
437s | be unlocked in the ma'am now which is |
440s | kind of wild |
441s | the polyester fabric recipe is now |
443s | unlocked in the mycelia research tree |
445s | because we felt it wasn't really useful |
446s | enough for players to want to spend like |
448s | a hard drive for it and the compacted |
451s | coal |
452s | is now unlocked in the sulfur research |
454s | tree along with the turbo fuel recipe |
456s | which is like |
458s | what where's this change coming from the |
460s | main reason these two were moved was to |
462s | avoid the hard drive grind for |
463s | experienced players generally these |
465s | recipes also provide like a nicer power |
467s | progression so we felt it made sense to |
470s | make them more accessible but let us |
472s | know in the comments if you feel like we |
473s | goofed it with this decision because it |
475s | is a little bit out of the blue right |
477s | but hopefully our reasoning makes sense |
478s | for this another key change we're making |
480s | to the mam is that we're expanding the |
481s | visibility of mam research to allow |
483s | players to see more of the future |
485s | research options currently the mam hides |
487s | a large part of the available research |
489s | and so in update 6 we're making it so |
491s | that the future research options are |
493s | visible this change is mostly to |
495s | increase motivation to interact with the |
497s | mam and to allow players to better plan |
500s | like their progression a similar change |
502s | has been made to the awesome shop as |
504s | well so that some items that have |
506s | research requirements will now show |
508s | their pre-requisite unlock |
511s | uh milestones and mam research that |
513s | unlocks such a prerequisite now |
515s | clarifies that it does and any shop |
517s | unlocks with dependencies to any |
519s | research chain unlocks are no longer |
521s | hidden until the prerequisite has been |
523s | met count how many times i said |
525s | prerequisite such a funny word pre pre |
529s | it's like losing its meaning now that i |
531s | said it so many times so cool that's |
533s | probably gonna be all for today so |
535s | remember we're not quite there yet when |
537s | it comes to the changes we're making to |
539s | the creatures in update six there's more |
540s | to come on this front so hopefully |
542s | you'll be a bit understanding that this |
544s | area of the game is still a bit of work |
545s | in progress once the update drops |
547s | anyways glad you made it to the end of |
549s | the video |
550s | but all good things have to come to an |
552s | end don't forget to floss before |
553s | brushing your teeth and we'll see each |
556s | other in the next one bye-bye |
561s | actually |
563s | okay wait there's actually one more |
564s | thing uh |
566s | i forgot really important i just wanted |
568s | to give you an update on what we're |
569s | planning to do with overclocking in |
571s | update six uh a few weeks back i talked |
574s | about that we were thinking of changing |
576s | overclocking to be linear and that we |
578s | were planning on trying that out in |
579s | update 6. well |
582s | change of plans |
583s | we're not doing that in update 6. we |
585s | might still do that later down the line |
587s | but we want to spend a bit more time |
589s | looking into this ourselves and evaluate |
591s | it before we are to give it a go sort of |
594s | so in update six you won't see any |
595s | changes made to overclocking uh but |
597s | we'll see what we do in the future |
598s | regarding this so yeah just just really |
600s | quickly want to get that out there uh so |
602s | yeah now you know and knowing it's half |
604s | the battle okay actually bye |
614s | by the way um |
616s | update 6 is going to be available on |
618s | experimental next week on june 14th |
622s | fun fact |