almost 6 years
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Worlds Adrift
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0s | and we're rolling hello and welcome to |
---|---|
4s | episode 14 of the world to drift deaf |
7s | podcast for bus studios I'm Julia and |
11s | this is uh I'm Alfred this is the |
14s | malphur yes that's the mouth the malphur |
16s | designee is only two of us today because |
18s | muster is away seeing is he seeing |
21s | family I forgotten I'm a good branch |
24s | it's just somewhere somewhere else yeah |
27s | yeah and and finding willing volunteers |
30s | or Luke Luke would be the other option |
32s | yeah so I'm taking this opportunity to |
37s | seize the lead designer position on |
39s | worlds adrift very ambitious it's my |
42s | game now yes okay I'm changing |
49s | everything good what are you changing |
53s | one turned me into a first-person |
54s | shooter |
55s | oh yeah physics space no physics oh wow |
60s | and every character is is a different |
64s | picture of me from my childhood so |
67s | you're shooting yourself as a child yeah |
69s | and every sound effect is screaming cool |
73s | different to the current version of the |
75s | game a little James II bad yeah okay |
79s | well we've got something quite exciting |
82s | this week very exciting |
85s | this week we are well this podcast is |
87s | kicking off the cocky celebration mm-hmm |
92s | twelve days of cockiness we're kicking |
94s | them off a two-day Friday 30th when this |
97s | podcast airs we're recording on not |
100s | Friday and we'll be ending on the 11th |
103s | of December which is the day update 29 |
107s | is slated for so interesting how that's |
108s | exactly 12 days I know right yeah plan |
113s | that almost like it was counted oh my |
117s | gosh oh my goodness yeah so Melford tell |
121s | us a little bit about kahe celebrations |
124s | well car he is it's a sort of equivalent |
128s | of Christmas it's in Foundation which is |
131s | the world that well the drift takes |
133s | place in |
134s | and it has some similarities to our |
136s | Christmas in that it's you know a winter |
139s | festival with gift-giving but it's |
142s | probably in terms of our the myths that |
145s | we have here that the the closest its |
147s | close more close to the sort of Krampus |
149s | thing the car he is a sort of malevolent |
152s | spirit that supposedly exists and it's |
156s | very much unlike our Christmas Welsh |
159s | it's almost exactly like our Christmas |
161s | in that there's a malevolent spirit that |
163s | comes in kid knows children know yes so |
166s | the the the car he is this sort of dark |
168s | spirit that supposedly whisks children |
171s | away to the spirit world over if they've |
175s | been if they've been disobedient I don't |
177s | watch out yeah and so car he takes place |
180s | over the the coldest months of the year |
183s | in foundation which are in kiff I |
185s | believe and it has this in the northern |
188s | parts of Terraria there's sort of |
191s | impenetrable darkness because they have |
193s | no sunrise for a period of several weeks |
195s | so during that time period the belief is |
198s | that the spirit world is closest to the |
202s | corporeal world and that's why the car |
204s | he can visit mmm so yeah we're adding |
207s | some stuff to the game that's related to |
209s | the car he meant because the Torelli |
211s | people would dress up like this kind of |
214s | creature called anna teak and then a |
217s | teak is this sort of big terrifying |
219s | beast that's supposedly so strong that |
222s | it can kill demons and spirits despite |
227s | only being a big big creature big but |
230s | it's a it's a Bigfoot nice little |
235s | sasquatch yeah yeah sort of nice nice |
239s | type covering for the the suit and stuff |
244s | so yeah you sort of look like a big bear |
246s | or something hans terrifying eyes oh yes |
249s | terrified oh my god that's very initial |
251s | the initial sketches were just like it's |
254s | pretty yes I mean essentially the the |
256s | Christmas and well the drift is pretty |
258s | dark it's dark subject matter dark just |
262s | like real Christmas Alfred where you |
266s | from |
267s | this is what they do in Italy tiny bit |
275s | but I mean to be fair a lot of my Mike |
279s | my nun they used to tell me a lot about |
282s | Christian folklore and things like that |
285s | from Italy and a lot of it is pretty |
286s | dark she spent a long time talking about |
287s | the different levels of Hell that you go |
289s | to oh yes |
290s | funnily enough the guy who wrote about |
293s | those levels of Hell was exiled from |
295s | Hittle he because what he wrote about |
297s | was blasphemous well now it's widely |
300s | it's examines they put he he did |
303s | basically if you're talking about Dante |
305s | he did this interesting thing where he |
308s | would protect people he didn't like or |
309s | disagreements with in the real world |
311s | including the Pope yes and then he would |
313s | he would have characters that would go |
317s | up to him and be like ah make sure you |
319s | deliver a message to the Pope this is |
321s | where he's going so you can see ruffle |
324s | some feathers |
324s | yeah the the I had you know my nun that |
327s | showed me diagrams the three-headed |
333s | demon they is the devil this was all |
339s | just part of the part of the faith |
342s | apparently the Church of Satan speaking |
345s | of religions has won the lawsuit against |
347s | chilling adventures of supreme for |
354s | accurately portraying and one of the |
361s | demons and they Wow well I think how he |
368s | celebrations are very akin to a lot of |
372s | paint northern pagan stories so I don't |
376s | know but world's always seems very |
377s | Viking getting meaner Vikings well they |
380s | have different different civilizations |
383s | that we have in our law I have different |
385s | sort of origin stories and that the the |
387s | Terraria are this sort of like blend of |
389s | sort of pagan but also sort of Native |
392s | American and Inuit so there's a lot of |
395s | the I mean essentially you know I have |
399s | to try my best that's |
401s | portray those things with without a huge |
403s | knowledge of those cultures themselves |
405s | but I try my best to make things feel |
407s | inspired by that's awesome |
413s | also what's oh yes well this this |
416s | podcast is including a super special |
419s | feature of malphur dreaming out an |
422s | expert's of the cocky lord yeah so the |
426s | update we're doing this law won't be in |
428s | this update but it will come in a bit |
430s | later so so because you can't find it in |
433s | the game just yet I'm just gonna do a |
435s | reading of an excerpt from it's quite |
438s | it's quite long it's it's very mood |
440s | setting its mood setting so it's gonna |
442s | yeah it's gonna go to sort of a certain |
445s | point where things start to go a little |
446s | a little weird and this and and what |
450s | you're going where your reading is going |
451s | to be broken up into various lower |
453s | pieces |
454s | yeah just like any any other large |
455s | little pieces they'll be lots of |
456s | segments awesome well you guys can look |
459s | forward to finding that indeed and you |
460s | can find out the ending yeah alright and |
463s | it's probably worth mentioning that we |
468s | will be taking a break for the holidays |
470s | and I would like to this is a personal |
475s | request yeah guys I've been seeing some |
479s | awesome sketches and stuff floating |
481s | around the community Oh guys I want to |
487s | see more I want to see all of your |
489s | create I know that people are have been |
491s | writing real murder sauces always |
492s | writing music inspired by worlds there |
495s | are some other community members odd |
498s | Nova is back creating gorgeous videos of |
501s | islands excellent I've seen some |
504s | absolutely delightful sketches when |
507s | including what was cakes Lee drew did a |
511s | little napkin ink sketch which is just a |
515s | floating island in a ship and it is so |
517s | cute and I included it in the community |
519s | spotlight roundup which you can find on |
522s | Steam and yeah more of that you guys |
526s | just take to the creative corner forums |
529s | and |
530s | post post all your awesome stuff like |
533s | it's such a pleasure to be seeing them |
535s | and some of the most most like |
539s | breathtaking ones are probably going to |
540s | be mentioned in the community round up |
542s | and yeah we look forward to seeing what |
545s | you get show us what you will got just |
554s | tell everyone just like maybe I'm just |
560s | going mad which is what people assume |
562s | anyway usually usually well speaking of |
565s | the community we've got some community |
566s | questions here every ways yeah yes Jay |
569s | Brad's asks on the blog do you think |
572s | that you're going to add different types |
574s | of Helm's like fighter or freighter I |
577s | think the sort of we want we want there |
579s | to be different kinds of ships that |
581s | behave in different ways I think our |
583s | focus is on doing that in ways that you |
585s | know are more about the construction of |
587s | the ship rather than the sort of the the |
590s | helm I think there might be one of the |
592s | things we'd like to do I think is more |
594s | sort of cosmetic differences with the |
595s | helm but I don't think there's going to |
596s | be there's no plans anyway to do sort of |
599s | anything that affects the gameplay or |
601s | how you fly a ship on the phone on your |
603s | helm but yeah different cosmetic things |
605s | for sort of role playing or for you know |
607s | feeling different the cause is certainly |
609s | a probability in the future yes and I |
614s | guess relating to that you would |
616s | probably build different types but you |
619s | would use different types of engines for |
620s | these two different types of ships now |
622s | you've got various levels of overheat |
627s | yeah for example yeah because you think |
628s | about it with ohia freighter you'd be |
630s | much better served with some engines |
632s | that sort of you know had a reasonably |
634s | high sort of steady speed so they didn't |
637s | overheat too much and they could go you |
639s | know slow and steady basically without |
642s | overheating and then a fighter you'd be |
644s | better served with something that you |
645s | know maybe runs a little hotter for when |
647s | you actually get into a dogfight you can |
648s | really really yeah you can rig a |
651s | dogfight yeah because that's what we |
653s | call our fights and not really anyway no |
655s | bit slower than that I know but when you |
658s | get into a battle you better you know |
659s | kick them into high gear and get some |
661s | some real sort of afterburn and then |
663s | you have to pull them off and be a bit |
664s | more conservative when you're not in a |
668s | fight that kind of thing yeah so that |
670s | that's that's suddenly you know and also |
672s | obviously construction of your ship |
673s | you'd build a freighter much more |
675s | defensively with some heavy paneling so |
677s | there's someone to attack here you could |
678s | withstand a few more hits and then a |
680s | fighter would be built light as possible |
682s | mats are sort of you know the way we're |
685s | hoping that we can support with any all |
687s | the systems that we're putting in and |
689s | how we're hoping to expand shipbuilding |
692s | in the teacher on the blog and an |
711s | unusual endearing manner in the game |
715s | well at quoting our previous podcast in |
718s | the game right now depending on what |
719s | body part you hit you take more or less |
722s | damage in the new system that's not what |
724s | happens that means it's more consistent |
727s | damage |
727s | well basically yeah we've talked about |
730s | that and we were referring to physics |
733s | damage the question however is are you |
734s | seriously telling me that you went the |
736s | other way with that instead of |
738s | introducing headshots yes oh this is |
741s | interesting because you know obviously |
743s | it sounds like it would be similar but |
747s | they're quite different the way that |
749s | damages is calculated for a gunshot and |
753s | for physics damages is is quite |
755s | different so you know they're different |
758s | there's a different way of doing it so |
759s | we weren't touching anything to do with |
761s | hit scanning when we were doing the |
763s | physics damage stuff and what we noticed |
766s | during play tests and watching people |
768s | playing the game is a lot of people felt |
770s | like that physics damage was |
773s | unpredictable so they'd land on |
774s | something and they'd like they'd land on |
778s | something in it they would take way more |
780s | damage than they were expecting to or |
782s | you know they would take almost no |
784s | damage and some of that was to do with |
785s | where they were landing but there's no |
787s | different feedback on your face thing is |
791s | if you hit your head and was that if |
792s | there's no difference in the way that |
794s | the character behaves they're just |
795s | different than the damn |
796s | so the feedback is really important to |
799s | that so most games don't have different |
802s | sort of physics damage based on where |
804s | you get hit by things but from maybe |
806s | from you know like some games have you |
808s | know like swords and stuff that do |
810s | damage to different parts you but we're |
811s | talking about like if we had another |
813s | game where you know full damage damage |
814s | you're a different amount on different |
816s | parts of you then you know you need to |
818s | sell that with the animation and all |
821s | that stuff at the moment we don't sell |
824s | that and so the best thing for us to do |
827s | is to make that more consistent and and |
831s | understandable to new players in terms |
834s | of hit scanning there's a lot of sort of |
836s | stuff that stops it being very easy for |
839s | us to do like what you'll like what |
842s | you'll notice for example is that the |
843s | turrets have gone in from the island |
845s | crates in the island crater they have a |
846s | weak spot in their back in the game now |
848s | they don't have that and that's because |
850s | we have there's a lot of stuff to do |
851s | with sort of in a client versus server |
853s | Authority and to do with positioning on |
856s | different machines and stuff like that |
857s | that makes a very difficult - it's not |
861s | as easy as it would be in another game |
863s | to scan those things and you know we we |
865s | want to do that we think it's very |
867s | important to our combat to have that but |
869s | it's not something we can do at the same |
872s | time or instead of the sort of physics |
874s | damage stuff the physics damage stuff is |
875s | more I'd say widespread as an issue and |
879s | the nice to have which is this is this |
884s | is this relates closely to the Q&A we |
888s | had with Sylvan a few weeks ago where we |
891s | were talking about why it's difficult to |
895s | do things like grappling hooks and |
897s | there's and projectiles and stuff like |
901s | that so basically because of the server |
904s | like different types of servers that the |
906s | game runs on so you've got client-server |
908s | and whatever else and having all of that |
911s | communicating between each other within |
913s | the world and seeing the exact same |
916s | thing for everyone on in the world it's |
920s | it's quite difficult to do and that |
923s | means there's different types of |
925s | different types of damage that damage |
928s | designs I suppose |
930s | one being you know the client-side |
933s | damage which is physics stuff I'm |
935s | guessing yeah isn't based on too much on |
938s | the server yeah so everything else is |
941s | very much dependent on what it is which |
945s | is why also it's difficult to implement |
947s | Meili and it will take some time but we |
949s | will do it I mean thinking thing for |
951s | example if you know if I'm in a gunfight |
952s | with someone shooting bullets at them |
954s | then there's a there's going to be |
957s | differences between where somebody is on |
960s | my screen and in your screen because |
961s | we're both receiving updates from the |
963s | server at different times so to have a |
965s | consistent thing where I shoot someone |
966s | in the head and then they take a |
968s | headshot damage from that it's just more |
970s | complicated even when the time |
973s | difference is like zero point zero |
975s | something second teeny tiny number |
983s | anywho moving on and TLDR the short |
987s | answer is no we were not we we may be |
990s | introducing head shots in the future |
991s | it's a completely different conversation |
993s | frozen waters on the island and puzzles |
997s | the creation topic this is a it would be |
1001s | great if an island creator had a method |
1003s | of easily collecting the def bags of |
1005s | those lost souls that died in and jump |
1007s | puzzles that they design like shoots |
1011s | that collects like that could shoot that |
1013s | collects them or something I know that |
1015s | players would love it when they come |
1016s | across numerous def bags in a jumping |
1019s | puzzle and reap those rewards however it |
1021s | would be nice to be able to reward the |
1023s | efforts of the ingenious builders that |
1025s | figure out creative ways of beating the |
1028s | players thoughts designer mouthing well |
1032s | okay so when you're building a level in |
1036s | the in a game your objective isn't to |
1038s | beat players I think if we incentivize |
1040s | beating players then dungeons are just |
1042s | going to be full of sort of you know |
1045s | they're gonna be designed to be as sort |
1047s | of painful as possible I mean there's |
1049s | there are games out there like I want to |
1050s | be the guy and things like that which |
1051s | are basically just designed to have |
1052s | traps in them that you can't predict and |
1055s | then you have to sort of learn by memory |
1056s | to be them if you're designing a level |
1061s | from sort of |
1063s | a game design perspective you want to |
1066s | find that sort of line there's a sort of |
1069s | line you want to tread between things |
1070s | being think need to be challenging |
1072s | enough so that the player is engaged but |
1074s | you don't want things to be so |
1075s | challenging that you know the players |
1077s | bounce off it basically you know and |
1080s | it's a difficult balance to strike but I |
1081s | think that there's sort of you know |
1083s | especially for you know I mean one of |
1085s | the first games I built I made was a |
1087s | game called I hate you it was a game jam |
1091s | and this game was the theme was |
1093s | resilience so the idea was that we |
1095s | thought would be funny and to be fair it |
1097s | definitely was funny you can still play |
1100s | it on the bus a game jam website think |
1102s | but it's the idea was that the player |
1104s | had to be resilient in this game would |
1105s | just do everything to sort of wear you |
1107s | down so when you died in the game which |
1109s | was frequently you would get these |
1112s | messages that insulted you quite |
1114s | directly my favorite which was there's a |
1117s | the crow that insulted you at some times |
1119s | say your mother called she says she |
1123s | wants a better child so we made this and |
1128s | it was you know it was it was you know |
1129s | you basically start the game and there's |
1132s | like you're a witch and there's all |
1133s | these like dudes with pitchforks chasing |
1136s | after you and you sort of have to keep |
1137s | dying and then when you die you get |
1140s | these tokens but it's very is basically |
1141s | it's designed to be unforgiving and |
1143s | there has all these traps the things |
1144s | that are very difficult to avoid like |
1145s | enemies that come out of nowhere and |
1148s | sort of jump across the screen and you |
1150s | probably have either very quick reflexes |
1152s | or to just learn not to do that |
1154s | and at the very end when you find the |
1156s | devil which I believe is actually |
1157s | impossible to get to because I've moved |
1159s | a platform too far away so you can't get |
1162s | to but when you get to the devil hill |
1169s | the first thing that happens when you |
1170s | land on the platform is sort of with |
1172s | like unbelievable speed he'll just like |
1174s | jet across the stage and he'll kill you |
1176s | in one hit you can avoid that you know |
1178s | it's coming but you Dark Souls like |
1180s | geysers well it's different dogs house |
1182s | in a second but because he's so he jumps |
1185s | across and then if he kills you it just |
1186s | erases you're saved and you lost out in |
1187s | the beginning that's the thing that's |
1190s | quite attractive when you're starting |
1192s | out but really the craft that you learn |
1194s | is to find you know |
1197s | way of making a game as fun as possible |
1200s | way of making a level as far as possible |
1203s | and that could be challenging but it's |
1205s | it's about reason that this is where |
1208s | Dark Souls is good because Dark Souls is |
1210s | very difficult but at the same time you |
1213s | know the enemies attack you their moves |
1215s | are telegraphed you know how the game |
1217s | behaves things are difficult but they |
1220s | tend to be they didn't encourage you to |
1222s | play the game in a certain way and if |
1223s | you do it's perfectly possible to get |
1226s | through the game without you know dying |
1230s | all the time and when you do die it's |
1233s | it's it's it's it's a bad thing for you |
1236s | because of this but is part of the game |
1237s | so you know they've they've built a game |
1240s | where it's tough but fair I hate you as |
1242s | a game that is tough and unfair yeah so |
1246s | this is it like we don't encourage to be |
1249s | reward we want to encourage people to |
1251s | make things that are fun to complete so |
1254s | think about you know the best onions and |
1257s | ones that have kind of interesting set |
1259s | pieces or you know things that you can |
1261s | sort of they can be difficult as I say |
1263s | but you evaluate the challenge and you |
1267s | figure out what the route you need to |
1270s | take is and you sort of you know you |
1271s | practice that and you're able to |
1272s | complete that rather than the ones where |
1275s | you know you just go around a corner and |
1276s | there's like seven turrets and they just |
1277s | play you up I mean that's fun funny |
1280s | sometimes but also it's not necessarily |
1282s | the sort of like you know design that |
1284s | we'd want to reward with you know tons |
1288s | of freely but yeah I mean that's a good |
1293s | question and it is interesting and |
1294s | there's lots of um I always I mean I'd |
1296s | like to find some way of essentially |
1297s | rewarding Island craters in general but |
1299s | to be honest there's a bunch of |
1301s | technical challenges with that because |
1302s | of the way that steam is integration |
1304s | works were they're different apps we |
1305s | don't necessarily have the data on who's |
1307s | who directly so we can't you know |
1309s | message players who these islands have |
1312s | got in the game very easily unless we do |
1314s | that incredibly manly I suppose what we |
1316s | could do is hire an intern for for like |
1319s | six weeks to manually message everyone |
1322s | that's probably the closest we'd get to |
1323s | it yeah any takers |
1329s | it's a yeah it's a difficult thing and I |
1331s | would like to go with you know give |
1333s | people like a unique piece elite or |
1335s | something if they're islands get in the |
1336s | game that kind of thing yeah that would |
1338s | be so cool yeah so you know we're still |
1341s | thinking of ways of doing that and last |
1343s | but not least |
1344s | durjan gaming asks remove islands in the |
1346s | future you said what do you mean so this |
1349s | could we there's a couple of ways that |
1351s | we remove islands from games at the |
1353s | moment that we remove islands where and |
1355s | we make a Weedle wife so the next map |
1358s | might not have this are the same set of |
1360s | violence but I think what you mean is is |
1362s | you know I've talked a couple of times |
1363s | about how we would remove and cycle out |
1366s | islands in the game so the idea would be |
1368s | that in the long run in a world or we |
1371s | wouldn't have to have wipes we would be |
1374s | able to still refresh the island base by |
1377s | taking an island out once every few |
1379s | weeks or something and replacing it with |
1380s | a new one would be a constantly evolving |
1382s | that it will be an evolving map yeah and |
1384s | that would sort of change things you |
1386s | know the map makers wouldn't necessary |
1388s | would it would have you know a little |
1389s | bit more of a ongoing job rather which |
1394s | might be good or might be bad I don't |
1395s | know but it would it would be the point |
1398s | of it would be to you know so that we |
1400s | can have a chance for new islands to get |
1403s | in when we don't have wipes and so yeah |
1405s | how it would player you get to you get |
1407s | to endless there's like it never gets |
1410s | old yeah it would mean we would |
1411s | potentially be adding new content on a |
1413s | regular basis and you know we can do |
1415s | that cuz we have so many islands that |
1417s | sit there in our backlog or once I mean |
1420s | there's been so many islands since the |
1421s | last map went that have come in that are |
1423s | great yeah so we'd be able to start |
1425s | putting that sort of thing in you know |
1428s | so the way that that would probably work |
1429s | is there would be a certain amount of |
1431s | warning we'd probably attach some sort |
1433s | of mechanics to it but I don't know |
1434s | exactly what yet but there would be |
1435s | warning that an island had become |
1436s | unstable this is this is you know the |
1439s | idea I have in my head I don't know how |
1441s | because at the moment this isn't even |
1442s | possible so the idea is you get a |
1445s | warning that the the some time in |
1448s | advance that an island is become |
1449s | unstable and then potentially there'd be |
1451s | during that time period unstable Islands |
1453s | would be much more dangerous but have |
1455s | more loot or something like that so |
1457s | there's sort of a reason to engage with |
1460s | them maybe not is it maybe they just |
1463s | become terrible |
1463s | I don't know but eventually the island |
1466s | would would sink and maybe that would |
1467s | happen to remain that so maybe you'd be |
1469s | able to see I mean ideally you'd be able |
1470s | to see it you'd see the island fall into |
1471s | the clouds below and then a new island |
1473s | would emerge from beneath and that would |
1477s | be great wouldn't it and it would have |
1478s | all you want and we're gonna have some |
1480s | mechanics tied into exploring different |
1484s | islands so there might even maybe just |
1486s | the reward would be you'd have that |
1487s | island ticked off as one you'd explored |
1489s | so that you could have bragging rights |
1491s | the eating I don't else can maybe I |
1494s | don't know but that's the sort of idea |
1496s | of it but yeah the core of it is that we |
1498s | want to be able to keep evolving the map |
1499s | and change things without having to wipe |
1502s | the world yeah no I'm just I'm just |
1513s | thinking about like how massive the game |
1517s | is and how amazing it is pets |
1523s | we're actually getting away with raids |
1530s | and and the world that we've already |
1534s | built is incredible mm-hmm |
1537s | and the things that you know are on the |
1540s | horizon are even more incredible this is |
1544s | like the entire concept is mind-blowing |
1546s | yeah I'd like to be able to actually |
1548s | implement some of the things I think we |
1551s | did get me know to be fair we've had a |
1553s | really good time period in the last sort |
1555s | of few months where we've really been |
1556s | able to roll out content and actually do |
1559s | work which you know we sort of had a |
1561s | time period where we were doing so much |
1562s | groundwork there yeah it was difficult |
1564s | to go update home which I think was very |
1566s | frustrating for both the designers and |
1569s | the fans of the game well right now |
1573s | fortunately we've also got a lot of |
1576s | background work happening with |
1578s | performance and generally the groundwork |
1581s | that we've been talking about in terms |
1583s | of like the core game and server-side |
1587s | issues and client issues and all that |
1589s | jazz is being addressed like as a topper |
1594s | the stuff is really getting better |
1595s | nice to see so yeah onwards and upwards |
1600s | an upward through the skies say |
1604s | what weekend day now I was sure we were |
1606s | sure we did the outro we'll do the outro |
1608s | first and then once have any outro if |
1610s | you want to listen to some law you can |
1612s | just hang around I will just a nice |
1616s | reading yeah in my most dramatic what |
1619s | I've got cold so it's gonna be even more |
1620s | dramatic yeah it's like no no it's fine |
1625s | it's fine you mean you're British that's |
1627s | what we sound like British if you're |
1632s | leaving us now thank you very much for |
1634s | listening to episode number 14 of the |
1637s | world's adrift podcast as mentioned |
1639s | before we're taking a break for the busy |
1641s | holiday season and suggest you do the |
1643s | same Sheila |
1644s | oh hey everyone yes lots of nice socks |
1647s | and don't get kidnapped by the crap what |
1652s | was the name of them at least |
1656s | confused it with the demon that scares |
1659s | off that yeah ok if you would like to |
1664s | get in touch with us you can do so on |
1666s | worlds adrift calm on facebook.com |
1669s | forward slash worlds adrift on Twitter |
1671s | at worlds of drifts or you can speak to |
1674s | us directly I will be linking our |
1676s | Twitter names below with that we have |
1680s | been am alfred and julia and we big bid |
1683s | you good byes we love you and stay |
1686s | awesome |
1686s | alright so sell in if you're still here |
1691s | get yourself a nice cup of something hot |
1694s | right being a maybe and let's have a |
1698s | reading okay in my youth I was a |
1703s | traveler my plan was to visit the entire |
1706s | a foundation but a dramatic injury put a |
1708s | stop to that a few years ago one of my |
1712s | more memorable adventures from my youth |
1713s | involves an enterprising Terraria by |
1716s | their name of emka who I met one Kip in |
1718s | pin she was trading various traditional |
1721s | trinkets from her homeland many of them |
1724s | depicted a dark figure with long |
1726s | indistinctly limbs |
1727s | it was the kahi there's a period of six |
1731s | weeks during kif where the Sun doesn't |
1733s | rise in the frozen north of tari it is a |
1736s | period of festivity in celebration but |
1739s | also of solemnity and reverence it is |
1742s | said the dark weeks and when the spirit |
1744s | world passes closest to Foundation and |
1746s | it is at this time that the car he comes |
1749s | to prowl the story goes that the car he |
1753s | will take children specifically children |
1756s | who do not listen to their elders and |
1758s | drag them to the spirit world never to |
1760s | be seen again |
1761s | umka and I talked a long time about the |
1764s | car he and the sacred Terraria ceremony |
1767s | meant in part toward the spirit off I |
1769s | concluded that I simply had to see it |
1772s | for myself and invited myself to stay |
1774s | with them Kai and her family during kiff |
1776s | I was simply trying to fully understand |
1778s | an important cultural event he had |
1781s | nothing to do with the fact that uncle |
1782s | was and still is quite beautiful upon my |
1787s | eye my arrival in Terraria I was struck |
1789s | by a few things firstly I'd never felt |
1792s | such cold in all my life I was very glad |
1794s | for the first uncle brought with her to |
1796s | greet me at that port secondly I soon |
1799s | found out that my limited toe area |
1800s | wouldn't get me very far however it will |
1803s | improve over the season but every |
1805s | conversation was a challenge finally |
1808s | uncas words had done nothing to prepare |
1809s | me for the depths of the darkness it |
1812s | felt somehow darker than night there's |
1815s | something more imposing about it almost |
1816s | like it tugged to the edges of your |
1818s | vision soon we arrived at the settlement |
1820s | however and the lamps that hung from |
1822s | every available hook rope or corner |
1824s | helped to keep the darkness at bay the |
1827s | lamps were astounding the locals use |
1830s | simple dyes and special powders to color |
1833s | the lighting elements so the entire |
1834s | settlement was bathed in a multicolored |
1836s | glow boom Khalid me to a gathering of |
1839s | people around a bonfire and we sat and |
1841s | watched the proceedings together I |
1843s | assumed that Herrera used the myth of |
1846s | the car key as a way of scaring the |
1847s | children into behaving but the entire |
1849s | community engages in the rituals meant |
1852s | to keep it away with an almost |
1853s | frightening earnestness |
1855s | even the oldest and wisest members of |
1857s | the community seem to believe that the |
1858s | car he is a real threat that doesn't |
1862s | mean the car he ceremony is an entirely |
1863s | stoic affair however we sat in a circle |
1866s | around the elders and listened to tall |
1868s | tales of spirits and men there's an |
1870s | exchange of handmade gifts and artworks |
1872s | as a way of showing appreciation for |
1874s | loved ones many of the adults in the |
1877s | group were wearing whimsical hats |
1878s | fashioned from the spoils of a long kif |
1881s | hunting trips and singing songs one man |
1884s | wearing a giant set of antlers sang a |
1886s | beautiful haunting song about a type of |
1888s | creature known as 'not ich natty car |
1891s | apparently creatures so ferocious and |
1893s | dangerous that they are the only things |
1895s | capable of killing the kind it was at |
1902s | this point that the lights began to dim |
1904s | I saw a shape approaching from the |
1906s | darkness the stories and songs began to |
1909s | fade away I looked at AAMCO for |
1912s | reassurance but she had bowed her head |
1914s | and was whispering something under her |
1915s | breath I have to admit this whole thing |
1918s | was starting to get everyone around me |
1921s | was bowing towards the shape and |
1922s | whispering I decided to follow suit and |
1925s | duck down I began to see some features |
1928s | of the shape as it approached the |
1929s | bonfire he seemed humanoid in |
1931s | composition but had great big red eyes |
1935s | imposing horns and there gaping more it |
1939s | slunk and naturally towards us not |
1942s | making a sound |
1944s | my fear soon gave way to shame though as |
1947s | I realized the shape was in fact a man |
1949s | in a suit furry thick and with a |
1952s | terrifying mask but a suit nonetheless |
1955s | umka looked up at my face we'd had gone |
1958s | quite pale and stifled a giggle at this |
1962s | point the rest of the group raised their |
1963s | heads and arms and began chanting |
1965s | something I couldn't understand the man |
1967s | in the suit danced around the fire with |
1969s | strange jerking motions the ceremonial |
1972s | suit is a representation of an ax teak |
1974s | the idea is that 'no teak terrify the |
1976s | kahi so hopefully the suit will tricked |
1978s | into leaving the village alone the light |
1981s | shone with fresh brightness and the |
1982s | chants got louder and more fervent a |
1984s | carafe was passed around containing |
1986s | strong wine and don't remember a great |
1988s | deal after that point the next morning I |
1992s | woke in home cos family hunt under stack |
1994s | a fir of blank of fur and blankets the |
1997s | warmth made it difficult to emerge from |
1998s | under it but a powerful first which |
2001s | overpowered my comfort when I walked |
2004s | into the central room her mother and |
2005s | father and Nolan our nak were sitting by |
2008s | the fire staring a pot of something that |
2009s | smelled amazing they turned to me with |
2012s | warm smiles and offered me a mug of warm |
2014s | tea and a box wrapped in colourful paper |
2017s | I took a sip of delicious tea |
2020s | thanked her for the gift and opened it |
2021s | it was a beautiful hand-carved bone |
2024s | knife made by enola herself the |
2027s | craftsmanship was exceptional and the |
2029s | blade was amongst the sharpest I'd seen |
2031s | I still keep in a drawer by my pet |
2034s | surely after EMKE herself came in from |
2037s | the cold trailing snow and mud on the |
2039s | rug she was dragging a knapsack full to |
2041s | bursting with herbs and plants she it |
2045s | seems she had been out to the local |
2046s | store house for some essentials she |
2049s | accepted a bowl of stew from her parents |
2050s | and we settled in to enjoy breakfast |
2052s | together much of the rest of my time in |
2055s | Terraria past like this we would spend |
2057s | our time relaxing in the warmth of the |
2059s | family hut for the day then at regular |
2061s | intervals we would venture out to the |
2062s | bonfire to sing dance and drink wine the |
2066s | strange thing about having no sunlight |
2067s | is that there's no way to tell when one |
2069s | day ends and another begins time begins |
2072s | to lose a meaning and it's easy to |
2073s | become disorientated |
2075s | after some period of time could have |
2078s | been week maybe two my perception of |
2081s | things started to warp the darkness |
2083s | started to feel more immense and |
2087s | oppressive the lights felt like there |
2089s | was somehow less effective and how best |
2091s | to describe it but the sky seemed to |
2094s | throb and swell in the corner of my eye |
2096s | it was during this period where stranger |
2099s | things started to happen we received |
2103s | word that some of the children in a |
2104s | nearby community had gone missing |