Talk:2023-02-24 Livestream

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Intro

  • 00:00
Hello everyone and welcome to our glorious February development update for Ashes of Creation.
  • 00:21
We hope that you've been having a wonderful and lovely month.
  • 00:25
If you haven't been following us, we did release a really cute calendar with lots of lovely
  • 00:30
things.
  • 00:31
Oh yeah, that was so cool.
  • 00:33
Yeah.
  • 00:34
I loved the little calendar.
  • 00:36
Peter came up with the concept and I think Mike Vecchio was the one who put it together.
  • 00:43
So social media and graphics team.
  • 00:46
Like we always say, we have a different team that handles community stuff versus the lovely
  • 00:51
development team that's rocking and rolling on the dev side.
  • 00:55
Because I did notice some comments that were like, why are you guys working on this when
  • 00:59
you should be working on the game?
  • 01:00
Like they're different people.
  • 01:01
Yes, there's a lot of people contributing.
  • 01:07
Absolutely.
  • 01:08
Yeah.
  • 01:09
And our team is always trying to make sure that you guys have cool stuff and you get
  • 01:12
to see all the things on the social media and things of that sort.
  • 01:15
If you aren't able to keep up with us at every moment.
  • 01:21
It was the month of love with the Valentine's day.
  • 01:23
We had a little guess thing that Margaret did with the studio.
  • 01:30
You put a bunch of candies in this heart-shaped vase and then you told everyone to guess.
  • 01:39
We had a bunch of winners, didn't we?
  • 01:42
Yeah.
  • 01:43
I tried to use heart-shaped jelly beans because this is how nerdy our engineers are.
  • 01:49
They're like, well, I know how much a jelly bean weighs.
  • 01:52
They're like trying to math it out to guess.
  • 01:54
It was really funny.
  • 01:55
There were some artists that wanted to render actually the size of the heart-shaped in a
  • 02:01
3D model, I think.
  • 02:02
I heard.
  • 02:03
It's too fun.
  • 02:04
But yeah, I had like three different colors of jelly beans.
  • 02:09
And so they guessed the overall and then each of the different colored jelly beans and the
  • 02:13
two closest to each of them prices right style.
  • 02:16
So you can't go over the guess.
  • 02:18
I know.
  • 02:19
I can announce them if you want.
  • 02:21
It's more internal stuff.
  • 02:23
Actually, afterwards when I found out kind of the prize and whatnot, I suggested that
  • 02:29
the studio should have collaborated on all guessing one so that everyone would have tied
  • 02:33
for first place and it would just been a studio wide pizza party.
  • 02:36
Oh, see, next time you guys, he's letting us gamify it.
  • 02:40
You're going to get yourself into trouble with that.
  • 02:42
I'm not letting.
  • 02:44
It's a game studio.
  • 02:45
I'm surprised no designer said, hey, we should do this.
  • 02:48
But yeah, Cody Yamamoto, because we have multiple Cody's, Trad Roy and Kyle Grossman and Cameron
  • 02:57
and Jason Glenn and Mitch Evans and Matthew Lim all won.
  • 03:00
So those were our winners, the closest guessers.
  • 03:03
And the only person who guessed like spot on, I believe was, let me double check because
  • 03:09
I wrote it because only one person guessed spot on number.
  • 03:13
Wow.
  • 03:14
Cameron got like the red candies exactly the amount, which was 154.
  • 03:18
And then Kyle was the closest to getting almost all of them right because he was very close
  • 03:23
on all the guesses except for the red ones.
  • 03:25
I was like, dang, he was pretty good at like guessing how many were in the jar.
  • 03:32
But yeah, it was kind of fun, just fun, just fun, internal stuff.
  • 03:35
And then we had little candy, you know, like little candy treat bags for everybody as well.
  • 03:39
Oh, that was cool.
  • 03:40
We celebrated a little bit with the month of love for funsies and made a little game
  • 03:44
out of it because, you know, we're game designers, game folks, game developers.
  • 03:49
But with that, of course, we do have a lovely stream for you all today, which is going to
  • 03:52
be just to if you've never been here before, down below you can see kind of what the run
  • 03:57
of show will be, which we'll be going over reminders quick.
  • 04:00
We have a UI update.
  • 04:02
We actually had a chat with Colby, who's our UI UX lead or lead UI UX designer, I think
  • 04:09
is the actual title.
  • 04:12
And Stephen and I had a lovely chat with them and we will be playing that.
  • 04:15
Yeah, we noticed.
  • 04:16
Some people don't want to do live recordings.
  • 04:19
Right.
  • 04:20
Well, we noticed that last last month when we were showcasing the tank that there was
  • 04:27
a lot of positivity around the direction of the UI styling and the UI windows that you
  • 04:34
guys got to get a little sneak peek of.
  • 04:36
And so for this month, we thought it would be a really great idea to kind of walk through
  • 04:40
what updates are now existing in the UI lands for Ashes of Creation.
  • 04:46
And it is it is a pretty in-depth process.
  • 04:50
And I think you guys are going to be tickled to kind of learn more about it.
  • 04:55
So it was a good conversation.
  • 04:57
We've shown the process of how we create other things in the past, but we haven't gone over
  • 05:00
necessarily the nitty gritty when it comes to UI.
  • 05:04
So we hope that you guys like seeing that.
  • 05:06
And we won't do all of all of things like this, but, you know, yes.
  • 05:10
And one thing that's nice, one thing I want to make sure, though, as you guys are seeing
  • 05:14
some of these windows.
  • 05:15
So so the beginning of the kind of discussion is going to be more about the modularity and
  • 05:21
the elements of the of the UI.
  • 05:24
And then near the end of the conversation, we show some full on system windows.
  • 05:30
Some of those are going to be crafting.
  • 05:32
Some are going to be a few other things.
  • 05:34
Remember, it is very important to remember that the we are still in active development
  • 05:39
and what you see on those windows, because I know everyone out there is going to start
  • 05:43
expecting and zooming and talking about all the little numbers and and details that live
  • 05:49
on these system windows, that everything is subject to change through development.
  • 05:55
So take that with a grain of salt.
  • 05:58
Yeah.
  • 05:59
And we will also be going over some character art.
  • 06:02
And there's a little bit of a concept or environment that's part of that as well.
  • 06:06
And then we'll do our studio update and questions and answers.
  • 06:09
And then we have a little outro that a little teaser about what's to come.
  • 06:13
So definitely stay all the way till the end.
  • 06:18
But with that, we'll just get right into the quick updates.

Reminders

  • 06:23
And first and foremost, we have our YouTube subscriber comment.
  • 06:27
So if you'd like your your comments spotlighted, all you have to do is follow our YouTube channel
  • 06:32
or subscribe to our YouTube channel and comment on our development update.
  • 06:35
So whenever we put this video up, we will be looking to see who folks who are subscribed
  • 06:40
to us.
  • 06:41
And this comment today is from Fish Toes 8901.
  • 06:46
Maybe they're a Tolnar, but they asked, what are your plans for rewarding exploration?
  • 06:53
For instance, will there be hidden secret quest lines or possibly secret doors, zones
  • 07:00
that give no hints to being to being there?
  • 07:03
But if you have a specific class group composition, you can use your synergies to open them up
  • 07:09
and then be rewarded with either rare items or even better unique items that are limited
  • 07:14
to either only one or very few per server.
  • 07:17
We do have artifacts.
  • 07:18
Yeah, absolutely.
  • 07:20
Boy, their exploration is a huge part of the game.
  • 07:25
And there are a lot of systems that are dedicated to rewarding exploration.
  • 07:30
I don't know for many of you who have been following for a while now, circa 2018-2019,
  • 07:39
we gave a few pre-alpha demonstrations around some utility spells, the ability kind of to
  • 07:45
discover hidden tracks or doorways that can only be revealed through a mage's utility
  • 07:52
spell of Arcane Eye or something.
  • 07:54
And those can reveal passageways that might contain hidden quests.
  • 07:59
They definitely grant exploration experience.
  • 08:03
There are relics in the world that can only be discovered if you're in a certain location
  • 08:08
at a certain time.
  • 08:10
There are constellations that can only be seen at a certain time at a certain location.
  • 08:16
So it's kind of widespread how exploration can affect many different progression paths
  • 08:25
within the game.
  • 08:28
And it's not just about kind of visiting an area once and never coming back because timing
  • 08:33
matters as well.
  • 08:35
So it's part of what makes an MMO an MMO is that immersive feeling, being able to go out
  • 08:40
into the world and discover things and have those discoveries impact your gameplay to
  • 08:46
a degree.
  • 08:48
That's part of creating a holistic world that feels immersive.
  • 08:52
So exploration is a very big part of Ashes of Creation and intersects with a lot of different
  • 08:57
systems.
  • 08:58
Yeah, explore, click things, look around, interact with people and NPCs who you don't
  • 09:05
normally see.
  • 09:06
There will be things for sure for you to do.
  • 09:10
I remember in one game I played, they had these unique achievement, a unique achievement
  • 09:18
system where they granted you items for kind of reaching unique locations within the world.
  • 09:25
Like if you got to the top of a mountain for the first time, you would unlock a unique
  • 09:31
achievement and that would grant you an item that you could then use economically in some
  • 09:35
way, shape or form.
  • 09:37
And we don't necessarily do that for just reaching certain vistas.
  • 09:40
However, there are also treasures that can exist out in the world and maps that you can
  • 09:46
find that take you and kind of encourage that exploration where you can reap a reward that
  • 09:53
is economic in game.
  • 09:56
So that's also another element.
  • 09:58
Even in Alpha 1, we had a couple of little jumping puzzles and people who got there found
  • 10:02
the treasure chests that were there that had lead in them.
  • 10:04
Don't worry, we'll have stuff for y'all.
  • 10:07
Tristan loved making those jumping puzzles.
  • 10:09
I'm certain they do.
  • 10:12
And of course, just a quick reminder of our monthly cosmetic swap over for Songs of the
  • 10:16
Goddess that is scheduled for March 8th and we'll have our next set already for you as
  • 10:21
well.
  • 10:22
And reminder that these are things that we're going to be using for NPCs, creatures, buildings
  • 10:26
and stuff like that in the world.
  • 10:28
So our goal is to kind of utilize them for design orientatings.
  • 10:34
And by the way, I noticed there's a few comments.
  • 10:35
I apologize.
  • 10:36
I'm not in the studio this week.
  • 10:38
I'm actually in Las Vegas again.
  • 10:40
There is a yes, there is a convention here for the gaming industry for executives and
  • 10:47
kind of the business side of things in Vegas.
  • 10:50
And so I'm here for that.
  • 10:51
But I'll be returning back to the studio today.
  • 10:53
I was just a quick trip.
  • 10:54
I was here just a couple days.
  • 10:56
Because you just left.
  • 10:57
I know.
  • 10:58
Like last night, right?
  • 10:59
And then you're coming back today.
  • 11:01
But yeah, you may see a few of us every once in a while at some of these events for this
  • 11:06
year primarily for biz dev stuff.
  • 11:08
So but if you see us, say hi.
  • 11:11
Yeah, and if you're a developer and if you know any developers and you want to recommend
  • 11:15
them to the studio, we will be at I will be at GDC and perhaps a couple more in the studio
  • 11:20
will be at GDC next month as well, which is the Game Developer Conference up in San Francisco.
  • 11:24
So just to keep thoughts.
  • 11:27
And I'll be at PAX East and Gen Con this year.
  • 11:29
So definitely come say hi if you're you're looking to chat with us.
  • 11:34
Yeah.
  • 11:35
Yeah.
  • 11:36
And with that, I think we are ready to move on to our UI update.

UI Update

  • 11:39
I think we'll just toss it over there and we'll see you when we return back.
  • 11:43
Yeah.
  • 11:44
And I know you mentioned this real quick.
  • 11:45
This was recorded a couple of days ago.
  • 11:49
So you're going to see the discrepancy in the time of day.
  • 11:51
It's nighttime.
  • 11:52
But yeah, we had a lot of fun.
  • 11:55
All right.
  • 11:56
We'll see you in a moment.
  • 11:57
And welcome a new face to our lovely development update.
  • 12:07
We have Colby.
  • 12:08
How are you doing?
  • 12:09
Hello.
  • 12:10
Welcome, Colby.
  • 12:11
I'm doing really well.
  • 12:12
Yeah.
  • 12:13
Excited to be on the live stream.
  • 12:15
I know this is the first time this is the first time we've ever actually had an in-depth
  • 12:19
focus on UI in the game.
  • 12:21
And I think it's going to be pretty interesting topic.
  • 12:23
A lot of people are going to get some insight.
  • 12:25
Colby, tell us a little bit about yourself.
  • 12:27
Yeah.
  • 12:28
Well, let's see.
  • 12:29
Where to start?
  • 12:30
I guess I've been a gamer for my entire life, as long as I've known.
  • 12:35
What was the first game that you remember playing?
  • 12:38
It came out of the room with Atari.
  • 12:44
Let's see.
  • 12:45
NES playing some Mario.
  • 12:46
Yeah.
  • 12:47
Nice.
  • 12:48
Dying a lot.
  • 12:49
But yeah.
  • 12:51
So been a gamer my whole life.
  • 12:54
Got into gaming after going to school for 3D art and being a concept artist.
  • 12:59
And then eventually found my way into UI.
  • 13:01
And I've been doing that for seven, eight years now.
  • 13:04
So yeah.
  • 13:05
Nice.
  • 13:06
Awesome.
  • 13:07
When it comes to UI, what's your favorite part about it?
  • 13:10
What inspires you?
  • 13:12
Yeah.
  • 13:13
It's a mixture of things.
  • 13:15
I love being able to use all my artistic skills that I've built up over the years.
  • 13:19
But then it's a cool logical puzzle.
  • 13:21
Where looking into how people react psychologically to different information.
  • 13:27
Yeah.
  • 13:28
Like a behavior element of design.
  • 13:30
That always intrigues me too.
  • 13:31
There's a lot of that when it comes to communications as well, which is a lot of behavioral stuff.
  • 13:39
Whenever you're creating UI, it's not just you.
  • 13:41
You've got some homies as well.
  • 13:43
Do you want to talk a little bit about your team?
  • 13:45
I know that was something you really wanted to do.
  • 13:47
Be careful.
  • 13:48
Once you start naming names like Steven does, you got to name everyone.
  • 13:50
You got to get all of them.
  • 13:53
Yeah.
  • 13:54
No, we've been super fortunate here.
  • 13:56
I came in and joined the team about a year ago and was joined the team with Grat and
  • 14:00
Tim who are two of our UI engineers.
  • 14:05
And then we grew the team pretty quickly on the UI art and design side.
  • 14:08
So we've got Jeff, we've got Natalie, and we have Drew who are all helping make this
  • 14:14
all happen.
  • 14:15
So everything you'll see is going to be.
  • 14:17
Yeah.
  • 14:18
You guys have built actually a great team.
  • 14:20
And for the longest time, many of you guys out in the audience will know as watching
  • 14:26
the project over time that there hasn't been much love given to the UI front over the years.
  • 14:32
But you probably now have seen, especially with our last stream, a little bit of the
  • 14:36
peak under the hood for what's been going on with the UI team.
  • 14:40
And they have been doing an absolutely stellar job.
  • 14:43
I think we found the magic in this team.
  • 14:47
So very excited for what you're going to show today, Colby, and the progress that everyone
  • 14:51
on your team has made for the game.
  • 14:53
I mean, it looks great.
  • 14:54
Yeah, we always start with a lot of programmer UI and then it comes into the beautification
  • 14:59
happens and we're now there.
  • 15:01
Yeah, because before you get to the point where you are really understanding and cognizant
  • 15:07
of the nitty gritty details that a particular system might have, some of that UI work can
  • 15:11
be wasted when it gets reauthored or it gets refactored.
  • 15:15
And now we're at a place where a lot of these GDDs and these systems are stood up and ready
  • 15:22
to kind of have complimentary UI associated with it.
  • 15:25
And that's what we, I think, are really excited about seeing that come to life, seeing the
  • 15:30
style of it, seeing everything you guys are doing.
  • 15:32
It looks great.
  • 15:33
Yeah.
  • 15:34
Yeah.
  • 15:35
That's a great transition into the style element of it before we even get too crazy into showing
  • 15:41
you the end goal.
  • 15:44
There's a lot of elements that are the steps prior to that.
  • 15:47
So I don't know if you want to first kind of walk us through what goes into creating
  • 15:50
like a style guide for UI.
  • 15:53
And if you want me to bring up anything on the screen, just let me know as well.
  • 15:57
Yeah.
  • 15:58
I mean, there's a lot of work that goes into building UI.
  • 16:01
It's not just coming up with a bunch of things and throwing it onto screens.
  • 16:08
We put a lot of thought into this and we wanted to take our time to build a real good style
  • 16:11
guide so we can make sure our windows are consistent.
  • 16:16
And yeah, we can start showing some of the stuff.
  • 16:18
We can show you guys the process we went through.
  • 16:23
So we'll first bring up...
  • 16:24
Now you guys are going to be seeing, and Colby, if you want to talk just a little bit about...
  • 16:28
Because a lot of people probably aren't accustomed to that modular approach and how you kind
  • 16:32
of define these borders and whatnot.
  • 16:34
Give them a little bit of context to what they're about to see.
  • 16:36
They're going to see some of these elements and be like, what is this?
  • 16:39
Yeah.
  • 16:40
So we'll show you a lot of little pieces that are going to be part of a bigger picture eventually.
  • 16:45
So we really start with like shape language and all these little components.
  • 16:50
And we start designing out what are the motifs, these simple graphic elements that'll help
  • 16:59
sell what is the Ashes of Creation UI?
  • 17:02
What is it all going to look like?
  • 17:04
And so we start with a lot of explorations.
  • 17:06
This is just a small chunk of what we've worked through.
  • 17:10
And we're using those to start building up and building up and make a cohesive style
  • 17:15
that you'll see.
  • 17:16
So these will be like the corners of your window frames.
  • 17:19
And these will be what determines what the line breaks look like.
  • 17:22
And I know it's all very subtle and a lot of people may not notice it all the time in
  • 17:26
games, but we wanted to get a really nice subtle, but still fantasy style going through
  • 17:32
here.
  • 17:33
Right.
  • 17:34
And there's a lot of different directions that UI can take.
  • 17:37
Many of us who have played a lot of games can see the spectrum from really bulky, invasive,
  • 17:43
heavy kind of elements that you're accustomed to from the late 90s to the early 2000s and
  • 17:48
where the direction's gone for UI a little bit with more modern games and more minimalistic
  • 17:53
approach.
  • 17:54
Talk to us a little bit about kind of the differences in those philosophies.
  • 17:57
Yeah, totally.
  • 17:59
And it's definitely a flavor approach, right?
  • 18:02
So people choose between one of those things.
  • 18:05
And so one of the first things we always do is we gather tons of reference.
  • 18:09
And so we're all sitting down in a room and we're saying, oh, what do we see as the ashes
  • 18:13
of creation UI?
  • 18:14
And we start picking from these different more complex and artistic or more subtle and
  • 18:20
minimalistic or a balance of the mix.
  • 18:23
Right.
  • 18:24
And I remember some of the first conversations that you and I had with the broader team is
  • 18:30
with those reference boards, kind of dialing in what that visual, you know, looks like
  • 18:37
for Ashes of Creation.
  • 18:39
And we saw modern takes on it.
  • 18:41
We saw older takes on a traditional takes on it, bulkier takes on it and even the filigree
  • 18:46
down to the very minute details of these borders and these and these corners like there's just
  • 18:52
so many examples that live there.
  • 18:54
You guys did a great job kind of condensing that feedback down into a very cohesive approach
  • 18:59
for the style.
  • 19:01
Talk to us about a little bit about like, you know, how you utilize these corners and
  • 19:04
edges to kind of populate in a more modular fashion, the broader design of the UI.
  • 19:10
Yeah.
  • 19:11
So a big portion of what we do is kind of creating this like toolkit, basically.
  • 19:17
So rather than having every time you go to a screen, we have something new.
  • 19:21
It's here are all of these different things that we'll use to build a set of windows that
  • 19:27
are all going to look like they're built the same way.
  • 19:29
They're going to have a similar theme throughout.
  • 19:31
And we build in engine, we'll build a bunch of these things as like components.
  • 19:37
So when we go in like the first screens we built always take the longest because it's
  • 19:42
going to be, you know, we're building all the little parts that we put in.
  • 19:45
And then once we do a button, it's like, oh, hey, here's the button.
  • 19:48
And then we'll keep populating those buttons throughout.
  • 19:50
And then like we're trying to build as smart as possible because we have a pretty big game
  • 19:54
ahead of us.
  • 19:56
And so everything we're doing is built modular so that we can update in one place and it'll
  • 20:01
go throughout the whole game.
  • 20:03
So if we decide, hey, we want our buttons to be, you know, 10% brighter.
  • 20:06
Here you go.
  • 20:07
Quick.
  • 20:08
Yeah.
  • 20:09
Absolutely.
  • 20:10
Yeah.
  • 20:11
And as you can see.
  • 20:12
And I'm showing some of these along the way.
  • 20:13
Oh, go ahead.
  • 20:14
Sorry.
  • 20:15
Oh, yeah.
  • 20:16
No, it's okay.
  • 20:17
Yeah.
  • 20:18
As you can see on screen, I mean, there were a ton of different explorations that we went
  • 20:20
through here that, you know, we started with that really rough just shape exploration
  • 20:25
and we picked our favorites from it after we kind of had like settled on a more, you
  • 20:30
know, smaller, narrow set of styles.
  • 20:33
And then we just explored what does that look like on a screen?
  • 20:36
What does it look like, you know, with corner elements and line elements and breaks?
  • 20:41
And then you can see we start putting them into windows so that we can share and get,
  • 20:46
you know, feedback.
  • 20:48
And this process takes a while, but it's totally worth it in the end.
  • 20:51
So we have a really good foundation to keep moving forward from.
  • 20:55
I think the next group you had here was the inventory process.
  • 21:01
And this is kind of showing the process, like the walkthrough of like when you first start
  • 21:04
designing stuff into what it looks like once it's in game, correct?
  • 21:08
And so we'll start with the gray box if you want to talk a little bit about how that works.
  • 21:13
Yeah.
  • 21:14
So this is giving people a little bit of insight on how we approach different screens.
  • 21:18
So the whole UI process usually starts with something like this, which is called UX.
  • 21:23
So user experience focused design.
  • 21:26
And so what we're doing is we're, you know, these are just a couple of small mocks based
  • 21:30
like the document for the inventory is actually probably like four or five pages long.
  • 21:35
And it goes over all the little details of how you interact with things.
  • 21:39
And so actually that's a good part of the...
  • 21:40
As a user, I would like to be able to click an icon and drag it from one box to another.
  • 21:44
Like it's a lot of those little things that designers are designing.
  • 21:48
And that's actually a good point to bring up as part of that initial ideation or that
  • 21:54
pipeline flow.
  • 21:55
You're reviewing these GDDs and understanding kind of what are the system requirements that
  • 21:59
you from a UX perspective have to incorporate as part of these wireframes or as part of
  • 22:03
these mocks.
  • 22:04
Yeah.
  • 22:05
So we work with designers constantly here.
  • 22:08
We're talking with them about how to make their designs more user friendly and how to
  • 22:12
accommodate what we want to make and make it the best version of it.
  • 22:17
So we work back and forth.
  • 22:19
We'll create these gray boxes, which can go over, like Margaret said, literally, like
  • 22:24
how does it look like when you're dragging an item?
  • 22:27
And it goes over all these little interactions because we will build these things and then
  • 22:32
we'll pass them off to engineers who will hook it all up and make all the functions
  • 22:35
work.
  • 22:36
And those guys are trying to get every little detail working just right.
  • 22:40
So it plays really great.
  • 22:42
And the next step after the gray box is approved, we go to an art mock.
  • 22:46
And so we take that style.
  • 22:47
And if there's anything new, we start applying those things and showing what filters look
  • 22:51
like and other things in that nature.
  • 22:56
And when you're talking about filters, can you go a little into more detail regarding
  • 23:00
what that is?
  • 23:01
Oh, yeah.
  • 23:02
So this one specifically is just like the filters on the backpack.
  • 23:05
So if we want to be able to search for just equipment, we can click equipment and we're
  • 23:10
going to show, hey, when we do that, we're going to fade out the icon so that you can
  • 23:14
see just the equipment.
  • 23:15
But we don't want to reorganize your whole inventory because we know how players are
  • 23:18
about their inventory storage.
  • 23:21
I'm very organized.
  • 23:22
I like my stuff.
  • 23:23
I'm kind of seedy about it.
  • 23:25
Me too.
  • 23:26
I'm as organized as the button that auto sorts my inventory.
  • 23:30
Colby and I have like a love for organization.
  • 23:35
I know whenever we're writing documents.
  • 23:38
Yeah.
  • 23:40
And then this.
  • 23:41
Oh, no, it's okay.
  • 23:43
Yeah, and this gets put straight into the game.
  • 23:46
So kind of like what you've seen with our concepts, the 3D, we're kind of a little bit
  • 23:50
more of a kind of siloed, not siloed, but we have a little small team that builds the
  • 23:57
stuff all together and we work with the designers, we work with the engineers.
  • 24:01
Your service oriented team, really.
  • 24:03
These requests can come in from engineering, from design, from art or whatever.
  • 24:08
And your guys' job is to kind of like understand where the request needs to service and do
  • 24:12
deliver kind of that, those elements to those teams.
  • 24:16
Yeah.
  • 24:17
And we're the support team.
  • 24:18
We come in and we help make the design come to life and be playable and interactable.
  • 24:23
And then we get a lot of feedback and we build these things to be easy to change and work.
  • 24:29
That's why we work so modular is because if something we play it and we're like, oh, that's
  • 24:33
not quite right.
  • 24:34
We can go and tune that and move it back and get it working just right.
  • 24:38
And so that's showing here the concept coming right into the game and we have a whole toolkit
  • 24:43
that lets us build these windows a lot faster now that we've assembled that.
  • 24:48
Yeah.
  • 24:49
And a lot of players, oh, no, no, no, I'm so sorry.
  • 24:51
Go ahead.
  • 24:52
I was going to say, and obviously we're just showing the inventory, but we do this with
  • 24:55
like every piece of UI that we're going forward with and there's a lot of back and forth.
  • 25:00
And obviously when we're creating these things, we're also keeping in mind a lot of the customization
  • 25:05
that you guys want as well.
  • 25:07
So there may be options in the future where you can change different colors.
  • 25:12
And so those automatically adjust to everything for those specific elements and things of
  • 25:17
that sort.
  • 25:18
Especially for colorblind folks, we know that that's something that we want to support.
  • 25:21
Yeah.
  • 25:22
And I was just going to talk a little, that was what I was going to comment on was Colby,
  • 25:27
share with our audience, I think kind of your philosophy when it comes to customizing and
  • 25:33
options.
  • 25:36
As a player, obviously, I know you have your own desires when you play these games.
  • 25:39
Tell us how we're going to be doing things differently in Ashes.
  • 25:42
Yeah.
  • 25:43
We're going to have a basically everything in the game will be customizable as much as
  • 25:48
we can support.
  • 25:49
So all of our windows will be scalable.
  • 25:52
All of our UI, we have a bunch of scaling options already exposed at this point in the
  • 25:58
game.
  • 26:00
And moving forward, we've already been working on a HUD editor.
  • 26:04
You'll be able to uniquely scale all of your different HUD elements and potentially choose
  • 26:10
for different styles of those elements.
  • 26:14
It's going to be as much customization as we can fit in there, which we know how much.
  • 26:20
It'll be very handy for streamers too, because a lot of streamers have specific UI colors
  • 26:23
or they want their camera to be in a certain spot.
  • 26:25
So you build, move stuff around the way that you kind of like it to be.
  • 26:29
I feel like every MMO player plays differently.
  • 26:32
I like my stuff kind of like in a specific space.
  • 26:36
And I know that other people do not.
  • 26:37
And some people who just have it all there, I'm like, it's so much stuff.
  • 26:40
And it's not even that each player plays differently.
  • 26:44
It's almost even role dependent.
  • 26:47
Like when I'm playing a cleric, the positioning of my name plate for my targeting plate is
  • 26:54
very different than if I'm playing a DPS, right?
  • 26:57
Like I want that front and center.
  • 26:59
I want to see the party list in the middle of my screen and have the target living in
  • 27:04
the center as well.
  • 27:06
But I don't necessarily want that when I'm playing a different role.
  • 27:08
And so I think having that, as you mentioned, the customization options to kind of resize,
  • 27:13
but not just resize, place in different locations and associate different connections and having
  • 27:19
them hook into the side.
  • 27:21
There's just a lot of ideas that we've discussed a lot with the UI team as a whole of like,
  • 27:28
where's been our greatest pain point as players and how can we address those and the designs
  • 27:32
that we're going to be emphasizing with our UI?
  • 27:35
Yeah.
  • 27:36
I see that kind of conversation happening more than just with UI.
  • 27:40
I see that happening with when we're talking about web, when we're talking about design.
  • 27:45
Colby's favorite thing is to see a designer in their GDD try to mock up the USA.
  • 27:54
I live for those.
  • 27:55
I'm always ashamed when I'm making graphic stuff because Colby and Mike are just amazing.
  • 27:59
I'm like, oh, look at this stuff.
  • 28:02
We have a full team of people.
  • 28:04
They're great at that.
  • 28:05
They do amazing work.
  • 28:07
But obviously the desire there for a designer incorporating that as part of their GDD is
  • 28:11
they're trying to communicate to Colby and the team, what are they trying to get out
  • 28:15
of a particular system with UI?
  • 28:18
And that's always a great informational piece, but you get a kick out of it sometimes.
  • 28:22
Yeah.
  • 28:23
And that's one of the strengths of our team too is people just know games.
  • 28:27
We have a bunch of, we're not just developers, we're all gamers.
  • 28:30
So everybody comes together and they're like, oh, well in this game it worked like this.
  • 28:34
And that can give us a great lead on, oh, you want the design to kind of fit this world.
  • 28:39
Okay, cool.
  • 28:40
And I know that people are going to ask this specifically because of what you brought up,
  • 28:46
Steven, in regards to different roles.
  • 28:48
You want different types of UI layouts.
  • 28:50
Will people be able to save a layout and be able to load it up based on what role they're
  • 28:56
playing?
  • 28:57
Oh, we've discussed that in the past.
  • 28:58
That's absolutely a desire.
  • 28:59
Is that as you, oh sorry, go ahead Colby.
  • 29:02
You come.
  • 29:03
Oh, it's okay.
  • 29:04
No, yeah.
  • 29:05
Sorry.
  • 29:06
One of the first things we did when we were starting to kind of block in the very base
  • 29:09
features of our HUD editor was talk about saving and loading profiles.
  • 29:14
We're going to have options for like, hey, when I'm in a raid, automatically change my
  • 29:19
UI to this.
  • 29:20
Raid UI, yes.
  • 29:21
Yeah, when I'm in a party, I can change my UI to a specific thing.
  • 29:24
So it really will lend itself to customizing your experience.
  • 29:27
And we want to have really our kind of a mantra is really solid defaults.
  • 29:32
So most people won't need to touch anything, but then the customization for everybody who
  • 29:36
wants to.
  • 29:37
Yeah.
  • 29:38
And that's always, you know, it's funny when we kind of have points of maybe contention
  • 29:43
or subjective kind of differences that we as players talk about.
  • 29:48
And time it lives in the I know absolutely there, but it lives in the realm between well,
  • 29:53
what's default and then how are we giving the players the option to change that?
  • 29:57
Right.
  • 29:58
And that I think is is really the key in providing those things.
  • 30:01
And as Colby said, like, you know, our objective, of course, on the default side is to make
  • 30:05
it most applicable to a broad audience, but give the flexibility that you can do whatever
  • 30:10
you want based on the many years you've been playing games and, you know, develop your
  • 30:14
own idiosyncrasies or habits that you prefer.
  • 30:16
Yeah.
  • 30:17
I'm a weird player who plays with like I know a lot of people do was I'm like RDFG because
  • 30:22
I like having more keys around my like hand to be able to hit buttons versus like not.
  • 30:28
So I know and I know some people are like, that's so weird.
  • 30:30
I don't know how you could do that.
  • 30:31
But it's just like when you train yourself for, you know, 20 years, you get used to it.
  • 30:37
But it's not forever.
  • 30:38
I'm super weird as well.
  • 30:39
I use I really only on my left hand use the hotkeys between Tilda and five.
  • 30:46
And then I use a function to do the later hotkeys in the in the hotbar.
  • 30:51
I do like control one control.
  • 30:53
Yes, exactly.
  • 30:54
I want everything to be easy to accept access.
  • 30:56
I don't want to stretch my hand across the keyboard.
  • 31:00
There's no button past six.
  • 31:05
But and then there's some people who just like clicking stuff, which I know like some
  • 31:07
people do that.
  • 31:08
But it is very interesting to see how different people play.
  • 31:12
And there's a right way and a wrong way.
  • 31:13
I'm just kidding.
  • 31:16
But we do have some more stuff to go through.
  • 31:17
So I want to kind of get through that.
  • 31:18
And it's you had a lot of iconography stuff.
  • 31:21
So I don't know if you want to preempt this before we head into talking a little bit about
  • 31:24
that.
  • 31:25
Yeah, I mean, we can just look through these slides.
  • 31:28
We've done a ton of iconography work and kind of similar to the similarly to what we're
  • 31:33
going to be doing for like a style guide for the UI.
  • 31:36
We're going to be building out style guides, small ones for each of the types of icons.
  • 31:41
So these are showing like, you know, some ideation on the class iconography or the icons
  • 31:48
that go at the edge of the different window treatments.
  • 31:51
But yeah.
  • 31:52
Oh, yes.
  • 31:53
Sorry.
  • 31:54
Archetypes.
  • 31:55
Yes.
  • 31:56
There are classes, too.
  • 31:57
Yes.
  • 31:58
But yeah, but also that's a good point, actually, bringing up the differences between the the
  • 32:02
archetype and the class and how perhaps an icon can be promoted from its archetype state
  • 32:09
up to the class state and still salvage that iconography from the base archetype.
  • 32:13
True.
  • 32:14
So you kind of know what your base, your primary archetype is based on like your class icon.
  • 32:19
Yeah.
  • 32:20
We're trying to get that whole idea locked down.
  • 32:22
So when you can see someone, you can tell what they are and what I'm dealing with here.
  • 32:27
So yeah, that's the primary purpose, right?
  • 32:29
Of these types of UI elements is communicating that information.
  • 32:33
I mean, UI's whole purpose is communicating the information to the player.
  • 32:38
But at a glance with these particular icons, right?
  • 32:40
And that's the whole, you know, I'm getting an understanding and I'm familiar with that
  • 32:44
sword because it's the tank or something.
  • 32:47
Yeah.
  • 32:48
Yeah.
  • 32:49
I mean, it's it's a fine line for UI of like making something very, very like aesthetically
  • 32:53
pleasing but also making sure, you know, satisfies that like base information it needs to tell
  • 32:58
me.
  • 32:59
So here you can see some of our ideation between the ability effects and how we go from, you
  • 33:04
know, quick, you know, sketches and moving them forward into ability icons.
  • 33:10
And we're going to have different like styles for different size of things, too.
  • 33:13
So you know, ability icons are all going to fall into one style.
  • 33:16
And then like if we do a class emblem, it'll be more detailed.
  • 33:19
If we do something really tiny, it's got to be really simple, as you can see with like
  • 33:23
these ones on the right here.
  • 33:24
They're just going to be.
  • 33:25
Some of them are map oriented, so they have to be able to you to be able to see them and
  • 33:29
understand what they are when they're like one by one pixel.
  • 33:33
Yeah.
  • 33:34
And the graphic ones are the hardest ones to do because they're just you have to tell
  • 33:37
me what that is right there.
  • 33:39
Yeah.
  • 33:40
Mm hmm.
  • 33:41
Yeah.
  • 33:42
So we've done a lot of great work on these.
  • 33:45
Natalie and Jeff have done a ton of awesome explorations on these.
  • 33:48
Natalie has been doing all the painting for the class abilities you guys have seen in
  • 33:53
the last live streams, and they've just been fantastic.
  • 33:56
Very, very cool.
  • 33:59
I love the the vivid nature of these icons, especially for the ability icons.
  • 34:06
The strong contrast that exists within the icon itself that lends to that easy communication
  • 34:12
of the ability recognition is super important.
  • 34:16
Yeah, we're hoping to have a really awesome set of icons for you guys.
  • 34:21
Yeah.
  • 34:22
All right.
  • 34:23
Yeah.
  • 34:24
And with that, I think we're going to move into some like actual mocks that are in game,
  • 34:29
but yeah, I not quite in game.
  • 34:32
Well, some of them may be in game, but yes, these are just going to be the art mocks for
  • 34:38
what we've built so far.
  • 34:39
There's some extra ones that are in the works and things that are partial, but these ones
  • 34:43
are yeah, nice.
  • 34:44
Take a look at these.
  • 34:45
We're going to be talking a little bit about kind of feedback.
  • 34:49
These are going to be inspected like crazy.
  • 34:52
I know they're going to zoom in on every little thing.
  • 34:55
So now I would like to preface, though.
  • 34:58
For those of you who are going to zoom in on every little detail that as always, this
  • 35:04
is a work in progress and things are subject to change.
  • 35:09
Some things are even placeholder in these.
  • 35:13
So take it with a grain of salt.
  • 35:15
Yeah, not everything is built 100% accurate.
  • 35:19
So every single system, these are just mocks to get everything, especially as people play
  • 35:24
more of the game.
  • 35:26
People will be adjusting things and changing things and seeing what works and what doesn't.
  • 35:30
So when Alpha 2 comes around, that's when the feedback is going to be very, very important.
  • 35:37
So this is kind of a, we wanted to include this, which is showing like all of the different
  • 35:41
buttons and accordions and filter buttons and drop downs that we use to build all these
  • 35:48
different screens.
  • 35:49
So combined with the style guide that we had before, we're going to use these and we build
  • 35:54
out all of our screens, which you'll see here.
  • 35:55
The reason why they're called accordions is because it opens up.
  • 35:57
These are things that open up and kind of expand.
  • 36:01
So you can see more of your quests or more of whatever it is.
  • 36:05
And whenever you interface with this particular UI element, it actually plays the audio cue
  • 36:09
of an accordion in the background.
  • 36:10
Yeah.
  • 36:11
That'd be fun.
  • 36:12
I just poked it the whole time.
  • 36:13
Don't give Kat a heart attack.
  • 36:14
She's like, what are you getting me into?
  • 36:17
Also our audio is amazing too.
  • 36:20
Not only does UI interact with design and engineering, but they're also working with
  • 36:23
audio and visual effects.
  • 36:26
There's a lot of coordination that has to happen for all these things.
  • 36:29
Oh yeah.
  • 36:30
Yep.
  • 36:31
Next one here is dialogue.
  • 36:32
And I think there's a couple dialogue ones, right?
  • 36:35
Yeah.
  • 36:36
We show a couple of different steps.
  • 36:37
So this will be like when you're talking to an NPC, going through your potential options
  • 36:43
of what you can talk about.
  • 36:45
You could ask additional questions or you could jump straight into a quest, hook, whatever
  • 36:50
it happens to be.
  • 36:51
So some of our base treatments here.
  • 36:54
And then this is the quest delivery.
  • 36:56
So if you're talking to that NPC and they have something for you to start a task, we'll
  • 37:02
present this as a, make your choice.
  • 37:04
Do you want to start this task right now and give you the details that we have?
  • 37:08
And some objectives may be hidden depending on the quest.
  • 37:12
All right.
  • 37:13
And then move on to, go ahead, Steven.
  • 37:17
I was just going to say, you know, it's a lot of, I've seen a lot of interesting iterations
  • 37:24
for how quest gets delivered.
  • 37:27
You know, from when I interface with an NPC, I move into this kind of alternate camera
  • 37:31
mode and I have the NPC kind of talking to me with, I have the bar underneath it.
  • 37:36
But I think that, you know, when you're servicing multiple dialogue trees that have many different
  • 37:41
options, this approach is really conducive to kind of, you know, keeping those options
  • 37:49
front and center to the player, letting them see that and navigating through the dialogue
  • 37:54
tree with a very easy to interact with quest window.
  • 38:01
And we even did it that other way that you've mentioned in our previous.
  • 38:05
Yes.
  • 38:06
In Alpha 1.
  • 38:07
Yeah.
  • 38:08
And one of the iterations for UI as a placeholder was really that long bar at the bottom screen
  • 38:13
kind of approach.
  • 38:16
I'm really liking this.
  • 38:17
It'd be great to get feedback as you guys are kind of watching this.
  • 38:20
As always, it's very important for you guys to get feedback and what you're seeing.
  • 38:23
It's, I know we'll talk about that at the end, but yeah, I do love these.
  • 38:29
These look great.
  • 38:30
Yeah.
  • 38:31
And the backpack, which people got a little glimpse of some of this when we were showing
  • 38:35
our live stream last month.
  • 38:38
Yeah everything's coming online, becoming a little bit more usable and functional.
  • 38:42
And we're just, our main goal as UI is to get things in game and usable so that we can
  • 38:47
really test it because ultimately you can design anything on paper, but really you got
  • 38:52
to get your hands on it in order to.
  • 38:54
Absolutely.
  • 38:55
I like, I think we saw a lot of commentary in regards to segmenting the backpack into
  • 39:00
different, you know, like harvestables and things like that.
  • 39:04
Yeah.
  • 39:05
Gatherables I should say in quest items.
  • 39:07
People really liked seeing that.
  • 39:09
Oh absolutely.
  • 39:11
Especially with the way our game's going to work with the materials being a little bit,
  • 39:14
you know, of a different interaction.
  • 39:16
So yeah.
  • 39:18
And then the quest items is that quality of life because as MMO players, we all know searching
  • 39:23
for the, you know, one vial that's not the vials of your potions, but it's the quest
  • 39:28
items.
  • 39:29
Absolutely.
  • 39:30
And it's always great to have in the quest tracker that actually is living on the HUD
  • 39:33
with you, that accessibility for the item.
  • 39:36
So you don't have to go digging for an activatable per se.
  • 39:39
Oh my gosh.
  • 39:40
Yeah.
  • 39:41
We'll be doing that too.
  • 39:42
Supporting.
  • 39:43
Like has that support right there for you.
  • 39:45
It's nice.
  • 39:46
Yeah.
  • 39:47
Or something that you can drag on your, to your bar easily.
  • 39:48
Things like that.
  • 39:49
Yeah, exactly.
  • 39:50
And then we've got blacksmithing.
  • 39:51
I know that people are going to be very excited to see this.
  • 39:56
Oh my God.
  • 39:57
This is the first look I think we've shown of the crafting systems.
  • 40:03
And this is kind of our fast crafting.
  • 40:04
So not necessarily what we will be end goal, right, Steven?
  • 40:09
Yeah, absolutely.
  • 40:10
Yeah.
  • 40:11
Talk, talk to us a little bit, Colby, about kind of designing for the kind of crafting
  • 40:16
needs.
  • 40:17
Yeah.
  • 40:18
We work with designers a lot on these.
  • 40:19
So we've been talking with them about everything they want to get done.
  • 40:22
So this one is showing kind of the base needs that we were establishing to get this system
  • 40:28
in game and usable as soon as possible.
  • 40:30
So right now our crafting does work in game and it's all functional and we're building
  • 40:36
out the functionality as we go to expand and based on what we test.
  • 40:41
And there's a lot of information you have to communicate via this window, right?
  • 40:46
How do you kind of blend between the idea of multiple sub pages that are required to
  • 40:52
kind of facilitate all the information versus how much you can show on one particular page?
  • 40:56
Like talk to us a little bit about that process.
  • 40:58
Yeah, and this is where that game of, you know, understanding how to organize the information,
  • 41:04
right?
  • 41:05
So we're creating kind of what we like to call like a visual language.
  • 41:08
So a lot of our panels you'll see they'll have that left side accordion list, which
  • 41:14
is like a real, you know, if we have a lot of dense information, we like to use these
  • 41:17
accordions because you can, you know, have a shorter list and then expand out the parts
  • 41:22
that you're interested in.
  • 41:24
And then we kind of do that same thing where it's context.
  • 41:26
So you start on the left and you'll move to the right.
  • 41:29
So you make a selection and then there's like details on the right.
  • 41:32
And we try to create what we call like visual hierarchy to help you know, like, okay, I've
  • 41:38
clicked this and now I move over here and I've got, you know, buttons over here that
  • 41:42
are, you know, the only other bright objects on the window.
  • 41:45
So it pulls me to say like, okay, I can look and see if I can craft this or whatever it
  • 41:50
happens to be.
  • 41:51
And there's going to be, you know, some pretty robust systems.
  • 41:54
So we're really excited to see when we get our hands on it, where we're, you know, where
  • 41:58
we can make it better.
  • 41:59
Absolutely.
  • 42:00
Yeah.
  • 42:01
That is a very important component of the testability and the primary purpose of Alpha
  • 42:06
2, as we've always stated, is going to be to get player feedback, to get player hands
  • 42:09
on you know, giving us direction on how these things play out.
  • 42:16
It's such an important part of being a tester.
  • 42:18
So definitely it's very valued.
  • 42:21
Yeah, definitely.
  • 42:22
Folks did see the journal a bit last time.
  • 42:25
I saw a lot of commentary regarding that.
  • 42:28
Yeah.
  • 42:29
A lot of great feedback, positive feedback about the journal, both from color composition
  • 42:33
to layout design to, you know, a lot of different things.
  • 42:37
Colby talked to us a little bit about kind of how you guys approached this style of introducing
  • 42:43
such a broad spectrum of colors.
  • 42:45
I feel like.
  • 42:47
Yeah.
  • 42:48
We actually used the journal as one of our test cases for the style guide, because it's
  • 42:53
a very complex screen.
  • 42:54
There's a lot of things that are going on where we have different tiers of story arcs
  • 42:59
that might be available for players.
  • 43:00
And so we wanted to make sure the color denoted different information for them.
  • 43:04
We also have iconography to support that as well.
  • 43:08
And we kind of have a little bit of a twist on what a traditional quest system would be
  • 43:13
like.
  • 43:14
So with these story arcs, we wanted to make sure that it was organized in a familiar way,
  • 43:19
but also something that supported all of the design's needs.
  • 43:23
We really like how it came out.
  • 43:24
Yeah.
  • 43:25
And we have a little bit more in depth slash complicated story arc system than you might
  • 43:30
find in most of your traditional MMORPGs and how those kind of story arcs can be updated
  • 43:36
in real time and kind of how players interface with different segments of that story arc.
  • 43:42
So this journal has to facilitate all of those designs, which can make it, as you said, one
  • 43:49
of the most complicated, probably, windows that we utilize for characters outside of
  • 43:54
probably the mayoral interface.
  • 43:55
That's just going to spark more questions about like, hmm, what do you mean?
  • 44:00
How is this going to go?
  • 44:03
But perhaps that's going to be a future thing.
  • 44:05
We definitely need to have some more of our narrative folks on sometime and talk a little
  • 44:09
bit about that.
  • 44:10
I think Carfen might be a great opportunity for that.
  • 44:15
That's true.
  • 44:16
And if you did watch our extra live stream, you got a little teaser of some lore there.
  • 44:20
And then next up, and we're also later in this live stream, we're going to be showcasing
  • 44:25
some teasers as well.
  • 44:28
Next month's live stream.
  • 44:30
And we've got options, which for most of us, it's one of the first things that we experience
  • 44:36
in game, we're like, let me adjust all the things to be the way that I like them.
  • 44:40
I want the FOV to be where I want.
  • 44:42
I want the audio to be where I want.
  • 44:44
And this requires even more elements for you guys to interact with and adjust.
  • 44:50
I'm sure that this was probably even more complicated to put together.
  • 44:54
Yeah.
  • 44:55
Well, and this is where that having a really strong visual language and making that information
  • 45:00
really accessible and organized in a good way was really just very important to us.
  • 45:06
So one of the other screens that we hit first, not exactly the thing everybody's like, oh,
  • 45:11
let me see the options, but very important when we do get them out there in your hands.
  • 45:17
I think people will be happy because last, an alpha one, we had like one slider and they
  • 45:22
were like, we're constantly getting folks asking for more options.
  • 45:26
There'll be a few more sliders.
  • 45:29
You'd be surprised.
  • 45:30
I don't find myself as a player interfacing with the options menu in many games very often.
  • 45:35
I do, like you said, kind of at the start of my gaming experience.
  • 45:38
But when I'm in the middle of a game and there's some option that I've newly discovered that
  • 45:42
as like, oh God, I need to change this and I need to change it fast.
  • 45:46
And I opened that options menu and it is just an absolute cluster.
  • 45:49
I'm like, oh, this is terrible.
  • 45:51
I need to now spend so much time here.
  • 45:54
So easy, intuitive navigation is definitely an important aspect of this, of the options
  • 45:58
menu for sure.
  • 45:59
Yeah, definitely.
  • 46:00
We'll be testing that a lot.
  • 46:02
Yes.
  • 46:03
Yeah.
  • 46:04
So if you could only toss us your thoughts on that or what options you like.
  • 46:08
Obviously, this doesn't have everything in there, but it's giving you kind of a glimpse
  • 46:13
into the future.
  • 46:14
And our character screen, which we have shown various different versions of this throughout
  • 46:22
the lifespan of Ashes of Creation.
  • 46:24
I know, yeah.
  • 46:25
It's gone through many, many iterations.
  • 46:28
And I know there's been a couple that people haven't liked, a few that people have liked.
  • 46:33
I know that there's always a lot that you have to display here.
  • 46:37
And so I don't know if you want to talk a little bit about that, Colby.
  • 46:40
Yeah, we were building this out and we wanted to kind of create something that would handle
  • 46:45
a couple of different roles with obviously your equipment slots for what we call a paper
  • 46:51
doll, which is that display of your character.
  • 46:53
Eventually, it won't just be a image of your character.
  • 46:55
We hope to have the 3D character and be able to rotate around, look at what you're wearing.
  • 47:02
And then we wanted to support a couple of different features here with some base stats,
  • 47:06
the equipment, which will show what equipment you have available to quick swap so you don't
  • 47:11
have to have your inventory and the screen open.
  • 47:14
Detailed stats for those people who want to get into all of the details.
  • 47:18
And then, of course, gear sets.
  • 47:20
So this is going to be able to swap your sets of gear quickly and being able to save different
  • 47:26
loadouts.
  • 47:28
We know all the players who have two sets and there's players who have hundreds of sets.
  • 47:32
So yeah, I got all my costumes too, you know, of course.
  • 47:37
Of course.
  • 47:38
Yeah.
  • 47:40
So this has been a lot of the stuff that we've worked on over the past year.
  • 47:44
We've built out the style guide while supporting all these live streams.
  • 47:47
And it's just been awesome to see this team get up and running in such a short time and
  • 47:52
get a ton of work in.
  • 47:53
Yeah.
  • 47:54
And you have definitely been supporting a lot of teams.
  • 47:56
I know a lot of the things that we're showcasing each month, you know, you guys have some semblance
  • 48:02
of little bits and pieces that you're kind of showcasing in there.
  • 48:05
So like Stephen said, this is the first time we're like just focusing on UI, which I think
  • 48:10
is kind of exciting.
  • 48:12
And probably talk to us a little bit about kind of the types of feedback you like to
  • 48:16
see from a demonstration like this of the UI.
  • 48:20
Yeah.
  • 48:21
I mean, just general, like people's feeling of these things.
  • 48:25
The best feedback will of course be when you guys are able to get your hands on it.
  • 48:28
But if you guys have real strong opinions on, hey, I want to see these kind of things
  • 48:32
in my journal and, you know, we've got a lot of features planned and we have a lot of good,
  • 48:41
you know, options available and there's going to be things that you haven't seen, you know,
  • 48:44
like maybe your journal ties into an archive that has a little bit more of that lore background
  • 48:50
in it and it keeps track of what maybe stories you've participated in.
  • 48:55
So we've really, you know, we're building this out.
  • 48:57
Oh, sorry.
  • 48:58
Sorry.
  • 48:59
I'm sorry.
  • 49:00
Go ahead.
  • 49:01
But yeah, we're just building this out, you know, part by part and we're going to be supporting
  • 49:04
the team.
  • 49:05
So if you guys see stuff that you really like, you know, make sure to throw a thumbs up out
  • 49:10
there, make a post or comments because we do, you know, we do read all of this stuff
  • 49:15
and we try to make sure that we're, you know, seeing the feedback people are giving.
  • 49:20
Absolutely.
  • 49:21
Especially.
  • 49:22
Go ahead.
  • 49:23
Go ahead.
  • 49:24
We'll be putting up a thread.
  • 49:25
It'll probably be up right now, right meow, over on our forums, forums.ashisofcreation.com.
  • 49:32
Check it out over there.
  • 49:33
Definitely leave us some thoughts on our UI.
  • 49:35
We'll have a few questions that are good, like starters for you.
  • 49:38
But definitely tell us what you'd like to see, some features that you'd like to see,
  • 49:42
some features you liked from the displays that we showed today.
  • 49:45
And we will be creating a report for the UI team and providing that.
  • 49:51
Roshan and Vaknar are always so great about putting those together and they're super in-depth.
  • 49:56
They read through everything, which makes it very easy for the design team and development
  • 50:00
team to be able to quickly read through those and get a good overview of kind of your guys'
  • 50:05
thoughts and feelings and suggestions.
  • 50:07
You guys always have some great ideas as well.
  • 50:10
And always make sure to incorporate as part of your feedback, you know, the examples and
  • 50:16
inspiration for you that you've experienced that did things well from a UI.
  • 50:21
What stands out about a game that you think had great UI?
  • 50:24
What was it about that game that you felt was great with regards to their UI?
  • 50:29
And what were some examples of games that had bad UI and why did you feel that it had
  • 50:33
bad UI?
  • 50:34
Those are great like cornerstone touch points on how to give good feedback is always using
  • 50:39
those references, right?
  • 50:40
Because it's there that we can find better detail-oriented kind of inspection.
  • 50:46
So yeah.
  • 50:47
Definitely.
  • 50:48
Yeah.
  • 50:49
Give us your feedback.
  • 50:50
And with that, I do want to give you a chance, Colby, to kind of do a little plug.
  • 50:54
I know you have one, of course.
  • 50:56
And then anything else you want to say at the end of here before we head on over to
  • 50:59
our character art segment?
  • 51:01
Yeah.
  • 51:02
So, well, our UI team has grown quickly over the past year, but we are looking for one
  • 51:06
more UI artist or UX designer.
  • 51:10
We're looking for someone to help join the team and kind of build this out with us.
  • 51:14
So if you guys are, you know, if you have some experience, please send us your resume.
  • 51:19
Absolutely.
  • 51:20
Apply.
  • 51:21
Get out there and help us raise awareness.
  • 51:23
Yeah.
  • 51:25
And the other thing is, you know, I just want to give thanks to our team because our team
  • 51:29
is awesome.
  • 51:30
We work really hard and we have a really nice diverse set of people who are able to accomplish
  • 51:36
all of these different tasks while we're able to, you know, help this game come to life.
  • 51:40
So we're just very fortunate.
  • 51:43
We got a great team over here.
  • 51:44
All right.
  • 51:45
Well, definitely head on over Intrepidstudios.com.
  • 51:48
If you are interested or if you know somebody forward along that position, we'd love to
  • 51:53
fill it with someone who is amazing to join our Intrepid family.
  • 51:58
And with that, we're going to say thank you, Colby.
  • 52:00
We're going to head on over to our next segment, which is our character art update.
  • 52:04
So we will see you momentarily.
  • 52:06
Bye, Colby.
  • 52:07
Thank you.
  • 52:08
Thanks.
  • 52:09
See you guys.
  • 52:10
Welcome back.
  • 52:11
We hope that you all had fun.
  • 52:14
That was an in-depth exploration of the UI process.
  • 52:17
Very much so.
  • 52:19
And it seemed like you all really, really enjoyed that.
  • 52:22
We hope that you did.
  • 52:23
It seems like y'all did.
  • 52:25
And obviously, like Stephen mentioned, there are a lot of it's work in progress.
  • 52:29
It's not final, but we will have a lot of customization, a lot of options, as we noted
  • 52:34
in there.
  • 52:35
And I can't wait to go on the Reddit later and just see all the speculation and hypotheses
  • 52:42
and theory crafting about these windows.
  • 52:47
And of course, you guys will be able to see some more of them.
  • 52:50
We usually share a lot of the pieces throughout the month.
  • 52:56
So definitely keep an eye on our social for those things.
  • 52:59
But I did want to cover a couple different questions that Vagner and Roshan tossed my
  • 53:03
way.
  • 53:05
These were kind of side things, which is people are wondering if they'll be able to share
  • 53:09
UI layouts.
  • 53:10
So let's say I have a UI layout that I really like.
  • 53:12
Is that something that we may have options to share?
  • 53:15
Or is that something we could explore in the future?
  • 53:18
That can be a little bit difficult.
  • 53:22
We've talked about it in the past, but there are unique elements that would be exposed
  • 53:27
for certain classes and or characters that might not be for others.
  • 53:33
And that data might be difficult to have transferable or shareable.
  • 53:39
But it's something that we're not shying away from looking into.
  • 53:42
So no definitive answer yet on that.
  • 53:44
And I know we did say that UI will be customizable.
  • 53:47
You will be able to move stuff around, scale things the way you'd like.
  • 53:51
In most games, you always are able to add extra action bars or ability bars.
  • 53:55
And they're curious if that's going to be something because we didn't say it explicitly.
  • 53:58
Yes.
  • 53:59
Yes.
  • 54:00
Absolutely.
  • 54:01
And so, short of customization that we want to provide each player, because some people
  • 54:06
like to have a very minimalistic number of hot bars.
  • 54:09
They don't need necessarily to have three, four, five hot bars that are available.
  • 54:13
But some people do like that.
  • 54:14
They want to have all their items listed on their hot bar, as well as their abilities,
  • 54:18
as well as their mounts, as well as anything that they can essentially interact with as
  • 54:24
an icon.
  • 54:25
They want to place it somewhere on a hot bar that's visible.
  • 54:28
So the breadth of customization should encompass those desires from the more minimal to the
  • 54:33
heavier player type.
  • 54:36
And when we're in our betas and we have a lot more of that stuff accessible to you all,
  • 54:40
if you have any feedback along the way, we're all ears.
  • 54:43
You've seen our journey along the way.
  • 54:45
We're constantly taking y'all's feedback.
  • 54:47
And maybe we won't be able to implement stuff immediately, but we'll definitely be taking
  • 54:51
your feedback and communicating with you all along the way.
  • 54:57
And then the last one here was, will there be weight capacity?
  • 55:00
There's been a lot of questions in regards to that.
  • 55:02
That's not really UI related.
  • 55:04
There's not weight capacity.
  • 55:07
Weight management, in my opinion, and this is of course subjective, but weight management
  • 55:12
is not a compelling mechanic for players to have to deal with in an MMO setting.
  • 55:19
It can be for sure in a survival game type mode or in other types of games.
  • 55:25
But really we want to focus on spacing and we want to focus on stack size, those kind
  • 55:32
of supplement where weight would be relevant.
  • 55:35
This is more about how much capacity do I have?
  • 55:39
What are the shapes and sizes of the different types of materials and or gatherables that
  • 55:42
I might acquire?
  • 55:45
And how does that fit into my gatherable bags?
  • 55:50
And what are my stack limits?
  • 55:51
And how can those stack limits be kind of augmented or changed based on the bag type
  • 55:56
or quality that I purchased from a crafter or my expertise within a particular profession
  • 56:01
when I'm gathering resources out in the wild?
  • 56:04
That's where we want to kind of make those choices be more relevant and compelling.
  • 56:10
Right.
  • 56:11
And with that, I think we're ready to move on to our character update.

Character Art Update

  • 56:15
So we'll be doing that.
  • 56:19
Let's show all the things.
  • 56:20
There's so many cool things.
  • 56:22
And like I said, stay till the end.
  • 56:24
We've got a little teaser for you guys at the end.
  • 56:27
We have a little video teaser.
  • 56:28
You got to stay for that.
  • 56:31
So with that, we will first kick things off with we've got you guys did see some Cyclops
  • 56:36
weapons before, but now there's even more Cyclops weapons, which these are looking very,
  • 56:42
very awesome.
  • 56:46
I'm sad actually because I don't have my extra monitor.
  • 56:50
So you can't see.
  • 56:51
I know.
  • 56:52
I can't see.
  • 56:53
What are we looking at?
  • 56:54
In the run of show, I usually always have all of the images.
  • 56:55
I know, but I don't have it.
  • 56:59
But these are the Cyclops weapons.
  • 57:00
There's mace, bow, wand, all the goodies.
  • 57:07
I'm looking on my phone.
  • 57:08
I apologize to the audience if I'm looking on the phone.
  • 57:11
Yeah.
  • 57:12
You know, to give you guys an idea, the Cyclops, which you'll be seeing at some point here
  • 57:16
in the very near future is and you guys have seen the model for it already in the past,
  • 57:21
right?
  • 57:22
Some parts.
  • 57:23
Some parts.
  • 57:24
It is a very large, like 45 or 50 foot.
  • 57:28
I think it's like over.
  • 57:29
He's carrying a tree in one of the images.
  • 57:31
Yeah, it's like a 50 foot tall, giant raid boss.
  • 57:36
And he has a lot of like natural oriented weapons that are available that he uses.
  • 57:45
And I think the character team just did a great job with these.
  • 57:48
They really kind of, I think, reflected the nature of that particular creature, which
  • 57:54
is always cool to have because it ties you into that story.
  • 57:57
It ties you when you acquire this thing or cool.
  • 57:59
You got to have some cool Cyclops loot.
  • 58:04
And also, you know, we're going to talk a little bit more about car from here because
  • 58:07
we're to show some cool car from weapons.
  • 58:09
But look at these weapons.
  • 58:10
They're so sick.
  • 58:11
And I heard that y'all got your bingo card.
  • 58:14
The community puts together like a little bingo card or things that they think we're
  • 58:18
going to talk about in the live stream.
  • 58:20
I always love seeing how they get a bingo card.
  • 58:23
Yeah.
  • 58:24
When you said car, bingo, why segment?
  • 58:27
Oh, they're bingo, which is cute.
  • 58:30
But yeah, these are looking awesome.
  • 58:33
And these are achievable items.
  • 58:35
Just very, very.
  • 58:38
Yeah, I again, I apologize.
  • 58:40
I just want to watch it on my phone because I don't have another screen here.
  • 58:43
So I'm not I'm not distracted.
  • 58:46
Yeah, he's he's not looking at his phone for other reasons.
  • 58:49
He's watching the thing.
  • 58:51
And then we've got some NPCs that have been created.
  • 58:55
So this first one is an ambitious academic.
  • 58:59
There's a couple different versions with the, you know, the petticoat vibes.
  • 59:04
Yeah, these are pretty cool.
  • 59:09
And I don't know if we want to tease a little bit about the academic aspect of it.
  • 59:14
What for Carfin?
  • 59:15
But oh, yeah, absolutely.
  • 59:16
I mean, I think the you're talking about the story and yeah, yeah.
  • 59:22
You know, you guys, those of you who probably tuned in during the live stream for Extra
  • 59:26
Life last November, got a little bit of history and story around Carfin.
  • 59:31
Carfin is a very large dungeon complex.
  • 59:34
It's both an urban area at the base and then a huge mega dungeon with lots of different
  • 59:40
levels.
  • 59:41
I had a lot of fun in other games as inspiration with like those of you played Lineage 2 with
  • 59:47
Tower of Insolence and the Krumah Tower I thought were really cool.
  • 59:52
And if the story behind the tower at Carfin is that it is actually a part of the university
  • 59:59
complex that was initially brought to the Aelahumans by the elves, the Pyrrhon elves.
  • 1:00:10
And they kind of helped establish and taught the humans how to master the essence and how
  • 1:00:15
to master magic.
  • 1:00:17
And this was one of the great universities of the Aelah Empire.
  • 1:00:19
So a lot of the experience and encounters there are going to be arcane in nature.
  • 1:00:26
They're going to be representative of that essence magic and it's going to have some
  • 1:00:32
powerful foes.
  • 1:00:33
And also I was just told, thank you Jeremy for DMing me, that this is a dropped set.
  • 1:00:38
So this is not a NPC outfit.
  • 1:00:41
This is like a thing that you will achieve in game.
  • 1:00:45
So apologies.
  • 1:00:46
Sometimes I don't have all the context.
  • 1:00:50
But yeah, this is the River Stalker, which I already saw y'all.
  • 1:00:54
I'm showing it while Stephen was talking, but it's very, very cool.
  • 1:00:59
And then I don't know if you want to say who this is.
  • 1:01:02
I love that fur.
  • 1:01:03
Yeah, I know the fur looks so good.
  • 1:01:05
The fur looks so good.
  • 1:01:06
Do the boots have, is it boots with the fur?
  • 1:01:08
It is.
  • 1:01:09
There are some boots with the fur.
  • 1:01:12
We have a lot of boots with the fur.
  • 1:01:14
I think people like boots with the fur.
  • 1:01:19
This next one is, do we want to say who she is?
  • 1:01:22
I have her name, but I didn't know if you wanted to share that yet.
  • 1:01:25
Oh, that's a question.
  • 1:01:28
There have been people who have been wondering who this lady is, but we haven't shared.
  • 1:01:31
I think we saved that.
  • 1:01:32
I don't know.
  • 1:01:33
We saved the name?
  • 1:01:34
Okay.
  • 1:01:35
I think next month when we do the Tower of Carthend kind of walkthrough, we can expand
  • 1:01:40
on that a bit.
  • 1:01:41
Okay.
  • 1:01:42
Are you talking, I don't know if I'm looking at the right thing.
  • 1:01:43
I'm looking at a statue right now.
  • 1:01:45
This is a different, this is not the person.
  • 1:01:47
The other person we have talked about during the actual episode.
  • 1:01:49
Right.
  • 1:01:50
No, I'm not talking about the raid boss.
  • 1:01:51
I'm talking about the influence of the previous deans of the college.
  • 1:01:56
Yes.
  • 1:01:57
Okay, cool.
  • 1:01:58
I will not say her name then.
  • 1:02:02
And then we've got Laria Lamon, which we have talked about before.
  • 1:02:07
Yes, she was the primary protagonist become antagonist in the story from last November's
  • 1:02:17
livestream with Extra Life, and now you can see her character model.
  • 1:02:22
And she is a very powerful wizard who unfortunately in her desire to save as many as possible
  • 1:02:33
went down a path that was unfortunately recoverable for her.
  • 1:02:37
And I think we'll talk a little more about that also next month.
  • 1:02:41
I feel like this is what you would hear from her, just like a little moaning.
  • 1:02:49
Just a morning, yeah, absolutely.
  • 1:02:53
And then we've got some concept art that we will show.
  • 1:03:00
And the first one here-
  • 1:03:01
Someone said, Pizza Drew said, I can fix her.
  • 1:03:04
I just imagine players saying that as they're rushing to the top of the tower.
  • 1:03:09
And then we've got the Aelin City.
  • 1:03:12
You can see a little bit here.
  • 1:03:14
Oh, yeah, you get to see a little bit of the grandiose nature of the starting city in the
  • 1:03:23
Aelin Empire.
  • 1:03:24
So this was the former capital of the Aelin Empire.
  • 1:03:29
And this is where players are returning to if you choose that particular Divine Gateway.
  • 1:03:35
It's huge.
  • 1:03:36
The QA team is kind of running through it because we were trying to see the space and
  • 1:03:42
it's just massive.
  • 1:03:43
It is a massive area.
  • 1:03:45
And again, the reason why it's so large and why this might be very atypical for us as
  • 1:03:51
players to experience in such a starting area something so big is because this place changes
  • 1:04:00
based on what you do in the world and different areas of this city become accessible as the
  • 1:04:07
world develops further.
  • 1:04:09
And there's reasons for you to come back at later levels and kind of experience that because
  • 1:04:13
again, part of what makes I think the system design around these nodes and world building
  • 1:04:20
so compelling from an MMORPG specific perspective is that many MMOs we play, we go through progression
  • 1:04:27
and we leave areas and we never go back to those areas.
  • 1:04:30
They become essentially content that gets lost.
  • 1:04:36
And that's such a sad concept to have because a lot of time goes into making those areas
  • 1:04:41
compelling and beautiful and something that's iconic in your experience within the game.
  • 1:04:48
But the way that our world progresses and that our points of interest progress as well,
  • 1:04:54
those areas are constantly being updated.
  • 1:04:56
They're constantly changing and you're maintaining that traditional experience of character progression
  • 1:05:02
and leveling for new players that are coming and joining later.
  • 1:05:05
But now they're immersed in the social environment as well because the player population hasn't
  • 1:05:10
moved past that area like we see in many other MMORPGs.
  • 1:05:14
You have an opportunity to actually graduate into that social environment because this
  • 1:05:19
area has opportunity for late game players to come back and explore and experience things.
  • 1:05:25
The persistence in our world is a little bit different.
  • 1:05:28
So what my experience as a new player is might be different from someone else's, especially
  • 1:05:33
if we both start playing it at a different time frame, which is really cool.
  • 1:05:38
And this is concept because I know some people were asking, this is concept, but we've already
  • 1:05:43
seen the- Oh, our concepts to implementation are very
  • 1:05:48
one to one.
  • 1:05:49
If you've seen some of our other concepts and then our in game, they're pretty great
  • 1:05:52
because our artists are just phenomenal.
  • 1:05:54
But I've already seen some of this being gray boxed in the world.
  • 1:05:58
Like I said, we were running around it.
  • 1:05:59
It's massive.
  • 1:06:00
And then there's also the starting, the Aelan portal area, which we've already started seeing
  • 1:06:07
in game as well, the model of it.
  • 1:06:09
And you can see the little people for the scale, how big this thing is.
  • 1:06:13
It's huge.
  • 1:06:14
And that is- Bad Earp here said, the Stargate.
  • 1:06:22
It's a defined gateway.
  • 1:06:23
There's a difference.
  • 1:06:24
I love Stargate though.
  • 1:06:25
I know.
  • 1:06:26
I like Stargate too.
  • 1:06:27
There's an RPG for Stargate, which I've gotten to play.
  • 1:06:29
It's really fun.
  • 1:06:30
Oh, that's cool.
  • 1:06:32
But yes, no Stargate.
  • 1:06:38
With that, we're going to head into our Q&A segment.
  • 1:06:41
I'll have some images up in the background while we do Q&A.
  • 1:06:46
Jaffa Creek.
  • 1:06:48
I'm sorry.
  • 1:06:50
Love it.
  • 1:06:51
So good.
  • 1:06:52
With that, we have our first question from Rufian.
  • 1:06:54
They want to know about ranged weapons, which is, what will be the differences between a
  • 1:07:00
crossbow and a regular bow?
  • 1:07:02
And I think we've talked about short bow versus a long bow.
  • 1:07:05
We don't have crossbows.
  • 1:07:07
However, bows of different types will vary across many different stats between the damage
  • 1:07:15
that's done, the damage window that's possible, the attack speed, stats that are associated
  • 1:07:22
with those particular types of weapons.
  • 1:07:25
And not only that, but very important is the weapon skill progression.
  • 1:07:30
So each weapon group or weapon type has a associated skill progression where you can
  • 1:07:37
unlock the ability to proc certain types of effects.
  • 1:07:41
And they also have associated with them different combos that can be utilized.
  • 1:07:46
Sorry.
  • 1:07:47
And you know what?
  • 1:07:48
The chat is right.
  • 1:07:49
I got excited to get into the Q&A that I missed the studio update again.
  • 1:07:54
Normally I'm like looking at the run of the show, but I just kind of got past it.
  • 1:07:59
Yeah.
  • 1:08:00
Do you have anything, any updates for us for the studio?
  • 1:08:03
I know we talked a little bit about the fun stuff we were doing for February.
  • 1:08:07
Yeah.
  • 1:08:08
We talked a little bit about that.
  • 1:08:10
We are now moving into what we have moved into as of last month and this month.

Studio Update

  • 1:08:16
Another round of significant hiring.
  • 1:08:19
You can see that on our intrepidstudios.com website.
  • 1:08:23
It is of course important and just a side comment.
  • 1:08:29
I'm sure many of you, as we are aware of the kind of turbulent times that the tech industry
  • 1:08:36
is seeing right now with the layoffs from different studios and companies.
  • 1:08:42
And that's always a hard thing to watch because the gaming industry is an industry of
  • 1:08:49
passion and it is an industry of creatives who deserve an opportunity to excel in their
  • 1:08:57
work and feel confident and secure in their position and the jobs that they have.
  • 1:09:02
And it's a sad thing to see when those things kind of happen.
  • 1:09:06
But at Intrepid Studios, we endeavor to be different.
  • 1:09:10
I think we've done a great and sustainable way to kind of proceed with this game's development.
  • 1:09:18
And I want to kind of shout out the fact that we have opportunities at the studio.
  • 1:09:23
Yes, we are very selective and the recruitment process can be a bit difficult.
  • 1:09:31
But I just want to say to those people out there who are affected, you can send your
  • 1:09:37
applications into intrepidstudios.com.
  • 1:09:39
Go on there, take a look at the jobs that are available.
  • 1:09:42
If you don't see one that pertains to you necessarily, you can still provide your resume
  • 1:09:48
and we will consider those.
  • 1:09:50
So that hiring process is moving forward.
  • 1:09:53
Additionally, we've had some-
  • 1:09:55
On that front, I just want to mention that on the careers page, there is an uncategorized
  • 1:09:59
section that says, don't see your position, you can still apply and apply through that
  • 1:10:04
one right there.
  • 1:10:06
Absolutely.
  • 1:10:07
And then in addition to that, we've been changing up a little bit some of our production practices
  • 1:10:13
over the course since the start of this new year.
  • 1:10:16
We are now seeing in the month of February, the fruits of those changes, which are bountiful
  • 1:10:22
and we are very happy with I think, some of these production changes that we've seen.
  • 1:10:28
Jacob spearheading that charge has been doing a great job in that sense.
  • 1:10:32
So studio update is very strong in February.
  • 1:10:37
Very strong indeed.
  • 1:10:38
Yeah, it's been pretty exciting for me too.
  • 1:10:43
And moving back to the Q&A segment, I do want to ask a follow-up question in regards to

Outro and Q&A

  • 1:10:50
you, because you stated there aren't crossbows, but we have sold crossbow looking items.
  • 1:10:55
Are those considered short bows?
  • 1:10:57
Yes, those would be considered skins.
  • 1:11:08
That's a good question.
  • 1:11:09
Let me check into that actually, because I don't know specifically what you're in reference
  • 1:11:12
to and I would want to make sure I'm giving an accurate answer.
  • 1:11:16
So I will look into what that was.
  • 1:11:19
It's likely that that would be a skin that's applied to a different weapon category.
  • 1:11:23
That's not a crossbow category.
  • 1:11:24
Okay.
  • 1:11:25
I will make a note that Stephen will...
  • 1:11:29
Yes, and then we'll post that answer on the forums or Cody will.
  • 1:11:33
Yeah, that sounds great.
  • 1:11:34
We can post that as a response in the live stream thread.
  • 1:11:39
Is that a thing on the bingo card that Stephen got stumped on a question?
  • 1:11:42
No, but I think derailing is on there.
  • 1:11:45
Oh, okay.
  • 1:11:46
Perfect.
  • 1:11:47
Perfect.
  • 1:11:48
Which you've done.
  • 1:11:49
Did I ever tell you about the time that I fired a crossbow?
  • 1:11:51
Like real IRL?
  • 1:11:52
Yeah.
  • 1:11:53
Yeah.
  • 1:11:54
I've actually pulled.
  • 1:11:55
They're actually very difficult to pull that straight back.
  • 1:11:57
Bows in general are hard to pull back if you've ever-
  • 1:11:59
Oh, one time I was like my initial thing in archery, I think I pulled it back and I shot
  • 1:12:04
the arrow up and it went over the shooting range and I could have sworn I heard somebody
  • 1:12:10
scream, but-
  • 1:12:11
Stephen!
  • 1:12:12
Yeah, that was a...
  • 1:12:13
I'm just kidding.
  • 1:12:15
I was trying to derail so whoever had that bingo card could get it.
  • 1:12:19
Oh, okay.
  • 1:12:20
I got you.
  • 1:12:21
I was just like...
  • 1:12:22
Oh my God, it's scaring me.
  • 1:12:26
Digital Daydream wants to know about player corruption.
  • 1:12:28
Are corrupted players able to enter a freehold's boundaries or access its content?
  • 1:12:34
And if so, what's stopping freeholds from being corrupted players' safe havens?
  • 1:12:38
I actually kind of love this idea where you're on the run and you're like, can I stay in
  • 1:12:43
your house?
  • 1:12:46
So corrupted players can access their freeholds.
  • 1:12:49
Can they access other people's freeholds?
  • 1:12:52
Well freeholds are in the open world so you can move into those freeholds.
  • 1:12:55
The protection area is in the house, but what corrupted players can't do is they cannot
  • 1:13:01
interface with storage nor can they interface with player trading either while corrupt.
  • 1:13:08
So if they had storage items that were on their freehold, they wouldn't have the opportunity
  • 1:13:13
to deposit or withdraw.
  • 1:13:15
All right.
  • 1:13:16
Hopefully that answers the question there.
  • 1:13:18
And then we have Epelove who wants to know about class specific actions.
  • 1:13:23
What kind and how many special or unique activities can we expect classes to perform outside of
  • 1:13:30
combat such as rogues opening locks, tracking enemies as a ranger, or removing corruption
  • 1:13:37
from the ground as a cleric?
  • 1:13:39
Yeah, absolutely.
  • 1:13:41
So that's funny that this question exists because just 30 minutes ago I was talking
  • 1:13:47
about those utility abilities like finding tracks or cleansing poisons, arcane eye to
  • 1:13:53
reveal secret passages.
  • 1:13:56
The idea is how do we blend the traditional tabletop RPG role of utility and or skill
  • 1:14:03
checks into the setting of a graphical MMORPG?
  • 1:14:10
And I think that it's both a compliment of the skill kit that's available and how it
  • 1:14:17
interacts with the world for those curated or special designs within these locations.
  • 1:14:23
So to answer that question, that is intended.
  • 1:14:27
We've shown a little bit of that in the past and it is something that we want to make feel
  • 1:14:31
compelling and rewarding and viable as a use case scenario in many different settings that
  • 1:14:37
you might find yourself in within the world.
  • 1:14:40
And not a question that's on here, but I will add it as a bonus one because the range weapon
  • 1:14:45
one didn't get answered.
  • 1:14:47
But we are moving to 5.1.
  • 1:14:49
I know a lot of people were asking about that.
  • 1:14:51
We're constantly keeping an eye on the latest.
  • 1:14:56
Actually that's been a big endeavor over the course of the last, I would say about six
  • 1:15:00
weeks.
  • 1:15:02
And just to give you guys a bit of context if you're unfamiliar with the game development
  • 1:15:08
process, engine upgrades can be a very taxing process.
  • 1:15:14
It especially becomes so given how many custom changes that a project makes to the engine,
  • 1:15:20
making those merges over can be kind of a bit of a headache.
  • 1:15:25
And we have a great team.
  • 1:15:26
Our networking team has been doing a great job, Zach, has been spearheading that process
  • 1:15:31
for the network changes along with Mitch.
  • 1:15:34
And it took a little bit longer for us to make that move over because we initially started
  • 1:15:39
moving over to 5.1 and then the 5.1.1 update dropped with a lot of great additions from
  • 1:15:45
Epic and we decided to bite the bullet and just take it a step further to 0.1.1.
  • 1:15:51
So I think that actually, Margaret, you would know this, that QA has their hands on that
  • 1:15:57
now.
  • 1:15:58
Yes, today.
  • 1:15:59
So last night we did our build lock, like Steven said, for the last six weeks we've
  • 1:16:03
been working towards this.
  • 1:16:04
The next sprint for that team is going to be focusing on bug fixing.
  • 1:16:09
So yesterday we locked the build.
  • 1:16:12
We got a good dev build that we wanted to use as our basis and then we will be merging
  • 1:16:16
that all up to our dev engine.
  • 1:16:19
And hopefully everything will go well and we'll be able to move things.
  • 1:16:22
We're locked today and then we should be unlocking again on Monday so people can check things
  • 1:16:27
in.
  • 1:16:28
I know designers are like, why?
  • 1:16:31
Just bear with us one day, guys.
  • 1:16:33
And we're doing a lot of testing.
  • 1:16:35
We'll probably have a few bugs throughout the first couple of weeks, but we'll work
  • 1:16:38
out those results.
  • 1:16:39
And just so you guys know that what Margaret's referring to when she says check-ins and locking,
  • 1:16:45
essentially our source control method, utilizing Perforce, is how developers make things and
  • 1:16:52
they submit those things into Perforce.
  • 1:16:55
And right now locking that down means that we're not allowing any additional changes
  • 1:16:59
so that we can solidify that 0.1.1 update.
  • 1:17:03
Otherwise you're merging into stuff that's not exactly the same and it can cause other
  • 1:17:07
issues.
  • 1:17:08
So we just want to make sure that we're...
  • 1:17:10
We know what the basis is and then as we merge in, we'll be okay.
  • 1:17:14
But yeah, the testing, I haven't looked at what the test results have been for that full
  • 1:17:19
regression test yet.
  • 1:17:20
I'll probably see that by the end of today.
  • 1:17:23
And then if everything goes well, Monday we should be rocking and rolling and we'll just
  • 1:17:27
be doing a lot of bug fixing for the next couple of weeks.
  • 1:17:29
I know a lot of artists that are very excited to get their hands on the 0.1.1 update.
  • 1:17:34
Yes.
  • 1:17:35
I think all the departments were getting...
  • 1:17:37
There were things that were blocking them.
  • 1:17:39
I think TechArt was literally knocking down the doors like, what do I got to do?
  • 1:17:45
We had our Intrepid Net stuff and things.
  • 1:17:47
So there was just a lot of things that we were trying to resolve before we pushed that
  • 1:17:51
up.
  • 1:17:52
So we're good now.
  • 1:17:53
We're moving up and we know there's going to be some bugs.
  • 1:17:54
That's a little bit of a studio update by the way.
  • 1:17:56
Yeah, there you go.
  • 1:17:57
That should have been part of the studio update.
  • 1:17:59
There's a lot going on all the time.
  • 1:18:00
So we're constantly working towards things, homies.
  • 1:18:06
But go back to the Q&A here.
  • 1:18:08
We do have a question from Ruchis who wants to know about racial abilities.
  • 1:18:13
Will any of your race or class choices affect your artisan skills?
  • 1:18:20
That is something that is still up in the air a little bit.
  • 1:18:23
We haven't touched too heavily on the racial ability side of things.
  • 1:18:28
It is entirely possible that it might...
  • 1:18:31
The concern there though would be that we want equitability across race types with at
  • 1:18:36
least the benefits that...
  • 1:18:38
Not the benefit types, but at least that you're having some benefits so that when we talk
  • 1:18:43
about a crafter being pigeonholed into a specific type of race that might not align with what
  • 1:18:48
they want to do elsewhere, they aren't forced to do that because of a specific racial ability
  • 1:18:54
that only that race has access to.
  • 1:18:56
So one thing we've talked about in the past is replacing the racial abilities with more
  • 1:19:03
of a background style where you get to select your background regardless of race.
  • 1:19:09
And so those two aren't tied intrinsically, but instead it's like, I'm an orphan who was
  • 1:19:14
raised in the temple, therefore I have this racial trait, right?
  • 1:19:18
I'm an urchin.
  • 1:19:20
Right, exactly.
  • 1:19:21
I think that's probably the direction that we're going to go in.
  • 1:19:26
But yeah, hopefully that answers your question.
  • 1:19:29
Perfect.
  • 1:19:30
And then we've got Halcyon Days who wants to know about the threat meters.
  • 1:19:36
Will there be a threat meter of any kind such as a tank only ability or aura within a certain
  • 1:19:42
range?
  • 1:19:43
Well, I know that this is a highly contentious topic.
  • 1:19:47
There's DPS meter, tank meter.
  • 1:19:50
I know.
  • 1:19:51
I'm going to give you my-
  • 1:19:52
They like meters, Steven.
  • 1:19:53
I'm going to give you my subjective perspective here is that meters, in my opinion, are a
  • 1:20:01
removal from the game immersion.
  • 1:20:08
And what I mean by that isn't necessarily even the fact that having the meter kind of
  • 1:20:13
takes you out of the game per se, but there's a lot of diegetic kind of approach that you
  • 1:20:18
can take that doesn't rely on UI elements like a meter to kind of indicate how you should
  • 1:20:22
do a thing.
  • 1:20:24
And when you're not utilizing those types of meters, you can do different types of strategies
  • 1:20:29
and encounter design, right?
  • 1:20:31
You can have things that can be more subtle and aren't going to be immediately given away
  • 1:20:35
by a meter indicating something.
  • 1:20:38
And that's the type of gameplay that we think that I believe we want to emphasize.
  • 1:20:44
And for that reason, we're not going to be including threat meters.
  • 1:20:49
What we will be including, however, are animation indicators.
  • 1:20:53
We're going to be including ability indicators to kind of show the tank like, hey, I might
  • 1:21:01
be losing aggro here.
  • 1:21:03
Like I am observing in the world these immersive elements that are not tied to any specific
  • 1:21:08
type of UI, but indicate to me that this monster might be moving off to attack somebody else
  • 1:21:13
in a very immediate future.
  • 1:21:15
And now I should be using the abilities that I'm saving to kind of regain that aggro or
  • 1:21:19
to lock them down with a taunt or something, right?
  • 1:21:22
That to me is a bit more representative of the type of gameplay we want to bring in our
  • 1:21:29
encounter design.
  • 1:21:30
And for that reason, that's why we're not including threat meters.
  • 1:21:35
Now that's different than a DPS meter, right?
  • 1:21:37
The DPS meter to me was more about kind of what role DPS meters provide in online communities
  • 1:21:43
that I've noticed in the past, my experiences.
  • 1:21:46
They can be a bit toxic.
  • 1:21:47
They can be a bit exclusive, exclusionary, excuse me.
  • 1:21:52
And that's why we don't want the DPS meters.
  • 1:21:54
The threat meters says we want to indicate threat.
  • 1:21:57
We want to tell you, hey, you might be losing threat.
  • 1:22:00
We just don't want to do that through a meter.
  • 1:22:03
All right.
  • 1:22:04
And our next question is from Armored Cell.
  • 1:22:07
And it's about making friends.
  • 1:22:09
Will all creatures be hostile?
  • 1:22:11
And if not, could I, for example, give gifts to goblins to try and make them more friendly
  • 1:22:16
to me?
  • 1:22:18
Not all creatures will be hostile.
  • 1:22:21
I think we've talked about this a little bit in the past when talking about like taming
  • 1:22:26
and or certain types of like creature gatherable resources.
  • 1:22:31
There are herds that exist out there.
  • 1:22:33
There are big game that exist out there where they're not going to aggro and attack you
  • 1:22:38
per se.
  • 1:22:40
Also lower level monsters and certain type of like social monsters may not attack you
  • 1:22:45
off the bat.
  • 1:22:46
So not every creature is aggro.
  • 1:22:49
We toyed with the idea early on of having kind of faction based reputation that could
  • 1:22:55
change that dynamic between you and certain NPC factions.
  • 1:23:00
While that exists in the non monster NPCs that live within nodes in our merchant guilds
  • 1:23:07
or whatever, we haven't extended that out to the monster population.
  • 1:23:12
And I don't know that we will in the first iteration or the first in the initial launch
  • 1:23:17
for Ashes of Creation.
  • 1:23:18
That might be something that we delegate to a future patch.
  • 1:23:21
I'm not opposed to the idea.
  • 1:23:22
I think it's a cool idea.
  • 1:23:23
I think it's interesting.
  • 1:23:24
I think it can be compelling and it plays into player agency.
  • 1:23:27
But yeah, not for the first go around.
  • 1:23:32
It's an endeavor.
  • 1:23:33
And then Drunk Ninja wants to know about tanks and boats.
  • 1:23:36
How will tanks hold threat on monsters while on a boat?
  • 1:23:42
That's a good question.
  • 1:23:44
So there's a few ways that you can do that.
  • 1:23:49
One is boats have attachments that live on them.
  • 1:23:54
Those could be potion launchers.
  • 1:23:57
They could be other types of damage dealing attachments.
  • 1:24:02
And users who are on the boat and utilizing those types of attachments will have the damage
  • 1:24:08
assigned as a threat essentially as hate to them.
  • 1:24:12
So if I'm shooting the potion launcher and I shoot a target, the damage I do gets assigned
  • 1:24:16
to me as threat essentially.
  • 1:24:19
But in addition-
  • 1:24:20
Don't get them excited about potion launchers again.
  • 1:24:22
I know.
  • 1:24:23
I know.
  • 1:24:24
Well, I love potion launchers.
  • 1:24:25
Sorry.
  • 1:24:26
I mean, you might have unique ammunition that can be used which amplify that threat.
  • 1:24:31
But that doesn't discount the fact that your skill sets can still be used on boats and
  • 1:24:36
or in water.
  • 1:24:37
So as a tank, I'll have ranges on my taunts and on my hate generation abilities.
  • 1:24:47
And I'm going to be expected to use those rotations in a nautical setting or on land.
  • 1:24:52
So I think that that's acceptable.
  • 1:24:56
And outside of that, I would say it's going to be relatively normal mechanics when it
  • 1:25:00
comes to threat generation and utilizing your skill sets and rotations.
  • 1:25:05
Right.
  • 1:25:06
And then we've got a question here from Nick about detargeting.
  • 1:25:11
Will there be detargeting abilities in Ashes of Creation?
  • 1:25:14
Yes, there will be detargeting abilities in Ashes of Creation.
  • 1:25:19
I think that one of the main applications for the ability to kind of detarget, excuse
  • 1:25:26
me, in my opinion, there's two types of detargeting.
  • 1:25:30
There's the ability to remove hate or aggro from myself, which might transit an enemy
  • 1:25:38
target or pacify them.
  • 1:25:42
But then in addition, if we think about PvP settings and the role of taunt or hate, a
  • 1:25:50
lot of times for tanks in the MMOs that I've played, where you have a PvE and PvP scenario,
  • 1:26:00
those types of hate generation abilities don't really have cross application into the PvP
  • 1:26:03
realm.
  • 1:26:04
And that can feel kind of bad because typically a tank build out can be delegated around how
  • 1:26:11
I generate hate.
  • 1:26:13
And if it has no cross application into PvP, then effectively you're creating a class composition
  • 1:26:17
that just is not relevant in half of the game or in that area of the game.
  • 1:26:23
So when we talk about how we're going to apply hate to player targets or taunt to player
  • 1:26:29
targets, sometimes that can move into the realm of target switching or the ability to
  • 1:26:35
demand that target on the tank in a PvP scenario as well.
  • 1:26:40
It's something that we need to get player feedback on because there's a lot of strong
  • 1:26:44
emotions around that type of mechanic.
  • 1:26:47
I for one am a big proponent of that.
  • 1:26:50
I think it's interesting.
  • 1:26:51
I think that it plays into the role of the tank and that it hits a class fantasy that
  • 1:26:57
most tank players want to feel.
  • 1:27:00
And I think, however, on the flip side of that, it is a source of control.
  • 1:27:04
And anytime you're under the effects of some source of control, it's going to be a feel
  • 1:27:07
bad moment for the target that's being controlled.
  • 1:27:10
So that's why I think it generates a lot of feelings on both sides of the aisle there.
  • 1:27:15
But yeah, you should guys should opine on that.
  • 1:27:17
Give us your thoughts, how you feel about those types of mechanics.
  • 1:27:21
All right.
  • 1:27:22
And then we've got a question about the summoner from The Pepper.
  • 1:27:27
How will the summoner interact with threat management?
  • 1:27:30
For example, would each summon have their own threat level?
  • 1:27:34
Yeah.
  • 1:27:36
So that's a very good question.
  • 1:27:37
So summons exist within a kind of mini trinity in the sense that I can summon certain types
  • 1:27:47
of pets that excel either as DPS, as support, or as a tank, essentially.
  • 1:27:53
And the ones that serve the role of the tank, they will have their own taunt and hate generation
  • 1:27:58
ability rotations as well.
  • 1:28:00
That's the role of the summoner.
  • 1:28:02
That's what's fun about a summoner in my opinion.
  • 1:28:04
But in addition to that, there will be other mechanisms that are available for the summoner
  • 1:28:09
themselves that don't live on the pet.
  • 1:28:12
Some of those things might be the ability to transfer pain, which is essentially if
  • 1:28:16
the summoner takes damage, then the summon takes a portion of that damage.
  • 1:28:21
The same might be true for hate.
  • 1:28:23
If the summoner takes hate, they can transfer a portion of that hate over to the summon
  • 1:28:27
as well.
  • 1:28:28
And then in addition to that, shit, I lost my train of thought.
  • 1:28:35
Excuse me.
  • 1:28:36
Shoot.
  • 1:28:37
I lost my train of thought.
  • 1:28:38
I don't know where I was going with that one.
  • 1:28:41
It was a long night last night.
  • 1:28:42
I think I went to bed at about 4 a.m.
  • 1:28:44
Oh, my gosh.
  • 1:28:45
I know.
  • 1:28:46
Some people were saying you look kind of tired and that makes sense.
  • 1:28:49
I'm sorry.
  • 1:28:50
So I don't come to Vegas too often.
  • 1:28:54
I came and I do like to play poker.
  • 1:28:57
And I was playing poker.
  • 1:28:58
My last meeting ended last night at like 1130 and I was walking past the poker room and
  • 1:29:03
I was like, oh, there's like some poker games.
  • 1:29:05
I'm going to go try poker.
  • 1:29:06
And I ended up staying there till like four in the morning.
  • 1:29:08
I like craps.
  • 1:29:09
Oh, really?
  • 1:29:10
Yeah.
  • 1:29:11
Sorry to dice this, but it gets a little hectic sometimes at those tables.
  • 1:29:14
Sorry.
  • 1:29:15
Anyways, where I was going with the summoner.
  • 1:29:17
Summoner.
  • 1:29:18
There's different depending on the type of some pet.
  • 1:29:21
Yeah, depending on the type of summon, you'll have access to those types of abilities.
  • 1:29:24
So yes, that is intended as a mechanic for the summons.
  • 1:29:27
Okay.
  • 1:29:28
Hopefully that answered your question.
  • 1:29:31
Basically I think the main thing was which each summon have their own threat level versus
  • 1:29:36
like me as a summoner having like no, the the summon will have its own hate.
  • 1:29:42
Yeah.
  • 1:29:43
There you go.
  • 1:29:44
Yeah, that's the answer.
  • 1:29:45
And as I was wondering about death in war.
  • 1:29:47
And by the way, that's not just for summons.
  • 1:29:50
That's also for combat pets as well, which are agnostic class that those those are considered
  • 1:29:57
its own entity on the hate list.
  • 1:30:00
And this question is, are the death penalties for losing to guild war opponents in PvP equivalent
  • 1:30:06
to the combatant ones or the non combatant ones or something else altogether?
  • 1:30:10
No.
  • 1:30:11
And I think this stems from because in sieges we stated that you wouldn't drop things the
  • 1:30:16
same way and death penalties wouldn't be the same as in the open world.
  • 1:30:20
Correct.
  • 1:30:21
Yeah, that's correct.
  • 1:30:22
And we have to think about those penalties applied in two different realms.
  • 1:30:29
In a sanctioned event sanctioned, meaning that this is something you have the option
  • 1:30:35
to opt out of.
  • 1:30:37
That's a castle siege.
  • 1:30:38
That's a node siege.
  • 1:30:39
That's a caravan.
  • 1:30:40
That's a guild war.
  • 1:30:41
That's a node war.
  • 1:30:42
Like you can drop your citizenship.
  • 1:30:44
You can drop your guild tag.
  • 1:30:45
You can drop participating in one of those things.
  • 1:30:48
In any of those types of opt in and opt out events, the death penalties do not exist.
  • 1:30:54
These are sanctioned.
  • 1:30:55
They're intended to allow people to engage in PvP.
  • 1:31:01
Now if I die to an NPC while I'm out hunting or if I die to another player through the
  • 1:31:07
flagging system, those are where death penalties come into play.
  • 1:31:14
And that's where dead experience can be earned.
  • 1:31:16
And that's where corruption can be had.
  • 1:31:20
So it's important to kind of separate those two realms.
  • 1:31:23
All right.
  • 1:31:24
And that is our final question.
  • 1:31:27
We are going to wrap things up, but stay around for the end video.
  • 1:31:32
Got a little-
  • 1:31:33
Are we going to sign off with the teaser?
  • 1:31:35
Yeah, sign off with the teaser.
  • 1:31:36
Ooh, okay, cool.
  • 1:31:37
I think that's fun.
  • 1:31:38
What do you think?
  • 1:31:39
Yeah, I think so too.
  • 1:31:40
I think it's fun.
  • 1:31:41
Everybody in chat is like, teaser now!
  • 1:31:42
Teaser, get me the teaser.
  • 1:31:43
All right.
  • 1:31:44
With that, we just want to remind you to check out over on our forums, forums.AshesOfCreation.com.
  • 1:31:52
We'd love for your feedback, especially on the UI stuff that you saw today.
  • 1:31:56
We will have our Songs of the Goddess cosmetic swapping over on March 8th.
  • 1:32:01
We also have a really cool calendar if you want to check that out over on AshesOfCreation.com
  • 1:32:06
slash news.
  • 1:32:08
You can download it and you can have a full year calendar for yourself with some really
  • 1:32:11
cool Ashes of Creation art.
  • 1:32:14
Very lovely art, I would say.
  • 1:32:16
And of course, we want to say thank you to all of you for tuning in and watching.
  • 1:32:19
We really appreciate your support and your continued support following along with our
  • 1:32:23
journey through development.
  • 1:32:25
We know not a lot of companies do this, so sharing our development progress is definitely
  • 1:32:31
a long-term journey.
  • 1:32:33
Making games is not an easy feat as much as people think it may be, and we will launch
  • 1:32:37
when we are ready.
  • 1:32:39
We assure you that our focus is making a great quality game, and we hope that you will have
  • 1:32:43
fun whenever we are able to get your hands on it in Alpha 2.
  • 1:32:47
And we also want to say thank you to Colby for joining us and sharing all the good UI
  • 1:32:51
stuff and his lovely team.
  • 1:32:53
And of course, Steven, thank you for your time.
  • 1:32:55
I know you're very busy, but we appreciate it.
  • 1:32:58
We hope that you all stay safe and healthy.
  • 1:33:00
The VOD will be up on Twitch right away after we are done here, and then we'll also upload
  • 1:33:04
it to our YouTube channel.
  • 1:33:06
And if you leave us a comment on our next development update and you subscribe to our
  • 1:33:11
channel, you may be spotlighted as one of our winners to be spotlighted in our next
  • 1:33:15
dev update next month.
  • 1:33:16
And of course, follow us in all the places, Twitter, Facebook, Instagram, Snapchat, all
  • 1:33:20
the places, we're everywhere.
  • 1:33:21
We constantly are posting almost every day for you guys, so we hope that you enjoy that.
  • 1:33:26
And with that, we hope you enjoy a little teaser of what's to come in our next stream.
  • 1:33:33
Bye guys, enjoy.
  • 00:00
Hello everyone and welcome to our glorious February development update for Ashes of Creation.
  • 00:21
We hope that you've been having a wonderful and lovely month.
  • 00:25
If you haven't been following us, we did release a really cute calendar with lots of lovely
  • 00:30
things.
  • 00:31
Oh yeah, that was so cool.
  • 00:33
Yeah.
  • 00:34
I loved the little calendar.
  • 00:36
Peter came up with the concept and I think Mike Vecchio was the one who put it together.
  • 00:43
So social media and graphics team.
  • 00:46
Like we always say, we have a different team that handles community stuff versus the lovely
  • 00:51
development team that's rocking and rolling on the dev side.
  • 00:55
Because I did notice some comments that were like, why are you guys working on this when
  • 00:59
you should be working on the game?
  • 01:00
Like they're different people.
  • 01:01
Yes, there's a lot of people contributing.
  • 01:07
Absolutely.
  • 01:08
Yeah.
  • 01:09
And our team is always trying to make sure that you guys have cool stuff and you get
  • 01:12
to see all the things on the social media and things of that sort.
  • 01:15
If you aren't able to keep up with us at every moment.
  • 01:21
It was the month of love with the Valentine's day.
  • 01:23
We had a little guess thing that Margaret did with the studio.
  • 01:30
You put a bunch of candies in this heart-shaped vase and then you told everyone to guess.
  • 01:39
We had a bunch of winners, didn't we?
  • 01:42
Yeah.
  • 01:43
I tried to use heart-shaped jelly beans because this is how nerdy our engineers are.
  • 01:49
They're like, well, I know how much a jelly bean weighs.
  • 01:52
They're like trying to math it out to guess.
  • 01:54
It was really funny.
  • 01:55
There were some artists that wanted to render actually the size of the heart-shaped in a
  • 02:01
3D model, I think.
  • 02:02
I heard.
  • 02:03
It's too fun.
  • 02:04
But yeah, I had like three different colors of jelly beans.
  • 02:09
And so they guessed the overall and then each of the different colored jelly beans and the
  • 02:13
two closest to each of them prices right style.
  • 02:16
So you can't go over the guess.
  • 02:18
I know.
  • 02:19
I can announce them if you want.
  • 02:21
It's more internal stuff.
  • 02:23
Actually, afterwards when I found out kind of the prize and whatnot, I suggested that
  • 02:29
the studio should have collaborated on all guessing one so that everyone would have tied
  • 02:33
for first place and it would just been a studio wide pizza party.
  • 02:36
Oh, see, next time you guys, he's letting us gamify it.
  • 02:40
You're going to get yourself into trouble with that.
  • 02:42
I'm not letting.
  • 02:44
It's a game studio.
  • 02:45
I'm surprised no designer said, hey, we should do this.
  • 02:48
But yeah, Cody Yamamoto, because we have multiple Cody's, Trad Roy and Kyle Grossman and Cameron
  • 02:57
and Jason Glenn and Mitch Evans and Matthew Lim all won.
  • 03:00
So those were our winners, the closest guessers.
  • 03:03
And the only person who guessed like spot on, I believe was, let me double check because
  • 03:09
I wrote it because only one person guessed spot on number.
  • 03:13
Wow.
  • 03:14
Cameron got like the red candies exactly the amount, which was 154.
  • 03:18
And then Kyle was the closest to getting almost all of them right because he was very close
  • 03:23
on all the guesses except for the red ones.
  • 03:25
I was like, dang, he was pretty good at like guessing how many were in the jar.
  • 03:32
But yeah, it was kind of fun, just fun, just fun, internal stuff.
  • 03:35
And then we had little candy, you know, like little candy treat bags for everybody as well.
  • 03:39
Oh, that was cool.
  • 03:40
We celebrated a little bit with the month of love for funsies and made a little game
  • 03:44
out of it because, you know, we're game designers, game folks, game developers.
  • 03:49
But with that, of course, we do have a lovely stream for you all today, which is going to
  • 03:52
be just to if you've never been here before, down below you can see kind of what the run
  • 03:57
of show will be, which we'll be going over reminders quick.
  • 04:00
We have a UI update.
  • 04:02
We actually had a chat with Colby, who's our UI UX lead or lead UI UX designer, I think
  • 04:09
is the actual title.
  • 04:12
And Stephen and I had a lovely chat with them and we will be playing that.
  • 04:15
Yeah, we noticed.
  • 04:16
Some people don't want to do live recordings.
  • 04:19
Right.
  • 04:20
Well, we noticed that last last month when we were showcasing the tank that there was
  • 04:27
a lot of positivity around the direction of the UI styling and the UI windows that you
  • 04:34
guys got to get a little sneak peek of.
  • 04:36
And so for this month, we thought it would be a really great idea to kind of walk through
  • 04:40
what updates are now existing in the UI lands for Ashes of Creation.
  • 04:46
And it is it is a pretty in-depth process.
  • 04:50
And I think you guys are going to be tickled to kind of learn more about it.
  • 04:55
So it was a good conversation.
  • 04:57
We've shown the process of how we create other things in the past, but we haven't gone over
  • 05:00
necessarily the nitty gritty when it comes to UI.
  • 05:04
So we hope that you guys like seeing that.
  • 05:06
And we won't do all of all of things like this, but, you know, yes.
  • 05:10
And one thing that's nice, one thing I want to make sure, though, as you guys are seeing
  • 05:14
some of these windows.
  • 05:15
So so the beginning of the kind of discussion is going to be more about the modularity and
  • 05:21
the elements of the of the UI.
  • 05:24
And then near the end of the conversation, we show some full on system windows.
  • 05:30
Some of those are going to be crafting.
  • 05:32
Some are going to be a few other things.
  • 05:34
Remember, it is very important to remember that the we are still in active development
  • 05:39
and what you see on those windows, because I know everyone out there is going to start
  • 05:43
expecting and zooming and talking about all the little numbers and and details that live
  • 05:49
on these system windows, that everything is subject to change through development.
  • 05:55
So take that with a grain of salt.
  • 05:58
Yeah.
  • 05:59
And we will also be going over some character art.
  • 06:02
And there's a little bit of a concept or environment that's part of that as well.
  • 06:06
And then we'll do our studio update and questions and answers.
  • 06:09
And then we have a little outro that a little teaser about what's to come.
  • 06:13
So definitely stay all the way till the end.
  • 06:18
But with that, we'll just get right into the quick updates.
  • 06:23
And first and foremost, we have our YouTube subscriber comment.
  • 06:27
So if you'd like your your comments spotlighted, all you have to do is follow our YouTube channel
  • 06:32
or subscribe to our YouTube channel and comment on our development update.
  • 06:35
So whenever we put this video up, we will be looking to see who folks who are subscribed
  • 06:40
to us.
  • 06:41
And this comment today is from Fish Toes 8901.
  • 06:46
Maybe they're a Tolnar, but they asked, what are your plans for rewarding exploration?
  • 06:53
For instance, will there be hidden secret quest lines or possibly secret doors, zones
  • 07:00
that give no hints to being to being there?
  • 07:03
But if you have a specific class group composition, you can use your synergies to open them up
  • 07:09
and then be rewarded with either rare items or even better unique items that are limited
  • 07:14
to either only one or very few per server.
  • 07:17
We do have artifacts.
  • 07:18
Yeah, absolutely.
  • 07:20
Boy, their exploration is a huge part of the game.
  • 07:25
And there are a lot of systems that are dedicated to rewarding exploration.
  • 07:30
I don't know for many of you who have been following for a while now, circa 2018-2019,
  • 07:39
we gave a few pre-alpha demonstrations around some utility spells, the ability kind of to
  • 07:45
discover hidden tracks or doorways that can only be revealed through a mage's utility
  • 07:52
spell of Arcane Eye or something.
  • 07:54
And those can reveal passageways that might contain hidden quests.
  • 07:59
They definitely grant exploration experience.
  • 08:03
There are relics in the world that can only be discovered if you're in a certain location
  • 08:08
at a certain time.
  • 08:10
There are constellations that can only be seen at a certain time at a certain location.
  • 08:16
So it's kind of widespread how exploration can affect many different progression paths
  • 08:25
within the game.
  • 08:28
And it's not just about kind of visiting an area once and never coming back because timing
  • 08:33
matters as well.
  • 08:35
So it's part of what makes an MMO an MMO is that immersive feeling, being able to go out
  • 08:40
into the world and discover things and have those discoveries impact your gameplay to
  • 08:46
a degree.
  • 08:48
That's part of creating a holistic world that feels immersive.
  • 08:52
So exploration is a very big part of Ashes of Creation and intersects with a lot of different
  • 08:57
systems.
  • 08:58
Yeah, explore, click things, look around, interact with people and NPCs who you don't
  • 09:05
normally see.
  • 09:06
There will be things for sure for you to do.
  • 09:10
I remember in one game I played, they had these unique achievement, a unique achievement
  • 09:18
system where they granted you items for kind of reaching unique locations within the world.
  • 09:25
Like if you got to the top of a mountain for the first time, you would unlock a unique
  • 09:31
achievement and that would grant you an item that you could then use economically in some
  • 09:35
way, shape or form.
  • 09:37
And we don't necessarily do that for just reaching certain vistas.
  • 09:40
However, there are also treasures that can exist out in the world and maps that you can
  • 09:46
find that take you and kind of encourage that exploration where you can reap a reward that
  • 09:53
is economic in game.
  • 09:56
So that's also another element.
  • 09:58
Even in Alpha 1, we had a couple of little jumping puzzles and people who got there found
  • 10:02
the treasure chests that were there that had lead in them.
  • 10:04
Don't worry, we'll have stuff for y'all.
  • 10:07
Tristan loved making those jumping puzzles.
  • 10:09
I'm certain they do.
  • 10:12
And of course, just a quick reminder of our monthly cosmetic swap over for Songs of the
  • 10:16
Goddess that is scheduled for March 8th and we'll have our next set already for you as
  • 10:21
well.
  • 10:22
And reminder that these are things that we're going to be using for NPCs, creatures, buildings
  • 10:26
and stuff like that in the world.
  • 10:28
So our goal is to kind of utilize them for design orientatings.
  • 10:34
And by the way, I noticed there's a few comments.
  • 10:35
I apologize.
  • 10:36
I'm not in the studio this week.
  • 10:38
I'm actually in Las Vegas again.
  • 10:40
There is a yes, there is a convention here for the gaming industry for executives and
  • 10:47
kind of the business side of things in Vegas.
  • 10:50
And so I'm here for that.
  • 10:51
But I'll be returning back to the studio today.
  • 10:53
I was just a quick trip.
  • 10:54
I was here just a couple days.
  • 10:56
Because you just left.
  • 10:57
I know.
  • 10:58
Like last night, right?
  • 10:59
And then you're coming back today.
  • 11:01
But yeah, you may see a few of us every once in a while at some of these events for this
  • 11:06
year primarily for biz dev stuff.
  • 11:08
So but if you see us, say hi.
  • 11:11
Yeah, and if you're a developer and if you know any developers and you want to recommend
  • 11:15
them to the studio, we will be at I will be at GDC and perhaps a couple more in the studio
  • 11:20
will be at GDC next month as well, which is the Game Developer Conference up in San Francisco.
  • 11:24
So just to keep thoughts.
  • 11:27
And I'll be at PAX East and Gen Con this year.
  • 11:29
So definitely come say hi if you're you're looking to chat with us.
  • 11:34
Yeah.
  • 11:35
Yeah.
  • 11:36
And with that, I think we are ready to move on to our UI update.
  • 11:39
I think we'll just toss it over there and we'll see you when we return back.
  • 11:43
Yeah.
  • 11:44
And I know you mentioned this real quick.
  • 11:45
This was recorded a couple of days ago.
  • 11:49
So you're going to see the discrepancy in the time of day.
  • 11:51
It's nighttime.
  • 11:52
But yeah, we had a lot of fun.
  • 11:55
All right.
  • 11:56
We'll see you in a moment.
  • 11:57
And welcome a new face to our lovely development update.
  • 12:07
We have Colby.
  • 12:08
How are you doing?
  • 12:09
Hello.
  • 12:10
Welcome, Colby.
  • 12:11
I'm doing really well.
  • 12:12
Yeah.
  • 12:13
Excited to be on the live stream.
  • 12:15
I know this is the first time this is the first time we've ever actually had an in-depth
  • 12:19
focus on UI in the game.
  • 12:21
And I think it's going to be pretty interesting topic.
  • 12:23
A lot of people are going to get some insight.
  • 12:25
Colby, tell us a little bit about yourself.
  • 12:27
Yeah.
  • 12:28
Well, let's see.
  • 12:29
Where to start?
  • 12:30
I guess I've been a gamer for my entire life, as long as I've known.
  • 12:35
What was the first game that you remember playing?
  • 12:38
It came out of the room with Atari.
  • 12:44
Let's see.
  • 12:45
NES playing some Mario.
  • 12:46
Yeah.
  • 12:47
Nice.
  • 12:48
Dying a lot.
  • 12:49
But yeah.
  • 12:51
So been a gamer my whole life.
  • 12:54
Got into gaming after going to school for 3D art and being a concept artist.
  • 12:59
And then eventually found my way into UI.
  • 13:01
And I've been doing that for seven, eight years now.
  • 13:04
So yeah.
  • 13:05
Nice.
  • 13:06
Awesome.
  • 13:07
When it comes to UI, what's your favorite part about it?
  • 13:10
What inspires you?
  • 13:12
Yeah.
  • 13:13
It's a mixture of things.
  • 13:15
I love being able to use all my artistic skills that I've built up over the years.
  • 13:19
But then it's a cool logical puzzle.
  • 13:21
Where looking into how people react psychologically to different information.
  • 13:27
Yeah.
  • 13:28
Like a behavior element of design.
  • 13:30
That always intrigues me too.
  • 13:31
There's a lot of that when it comes to communications as well, which is a lot of behavioral stuff.
  • 13:39
Whenever you're creating UI, it's not just you.
  • 13:41
You've got some homies as well.
  • 13:43
Do you want to talk a little bit about your team?
  • 13:45
I know that was something you really wanted to do.
  • 13:47
Be careful.
  • 13:48
Once you start naming names like Steven does, you got to name everyone.
  • 13:50
You got to get all of them.
  • 13:53
Yeah.
  • 13:54
No, we've been super fortunate here.
  • 13:56
I came in and joined the team about a year ago and was joined the team with Grat and
  • 14:00
Tim who are two of our UI engineers.
  • 14:05
And then we grew the team pretty quickly on the UI art and design side.
  • 14:08
So we've got Jeff, we've got Natalie, and we have Drew who are all helping make this
  • 14:14
all happen.
  • 14:15
So everything you'll see is going to be.
  • 14:17
Yeah.
  • 14:18
You guys have built actually a great team.
  • 14:20
And for the longest time, many of you guys out in the audience will know as watching
  • 14:26
the project over time that there hasn't been much love given to the UI front over the years.
  • 14:32
But you probably now have seen, especially with our last stream, a little bit of the
  • 14:36
peak under the hood for what's been going on with the UI team.
  • 14:40
And they have been doing an absolutely stellar job.
  • 14:43
I think we found the magic in this team.
  • 14:47
So very excited for what you're going to show today, Colby, and the progress that everyone
  • 14:51
on your team has made for the game.
  • 14:53
I mean, it looks great.
  • 14:54
Yeah, we always start with a lot of programmer UI and then it comes into the beautification
  • 14:59
happens and we're now there.
  • 15:01
Yeah, because before you get to the point where you are really understanding and cognizant
  • 15:07
of the nitty gritty details that a particular system might have, some of that UI work can
  • 15:11
be wasted when it gets reauthored or it gets refactored.
  • 15:15
And now we're at a place where a lot of these GDDs and these systems are stood up and ready
  • 15:22
to kind of have complimentary UI associated with it.
  • 15:25
And that's what we, I think, are really excited about seeing that come to life, seeing the
  • 15:30
style of it, seeing everything you guys are doing.
  • 15:32
It looks great.
  • 15:33
Yeah.
  • 15:34
Yeah.
  • 15:35
That's a great transition into the style element of it before we even get too crazy into showing
  • 15:41
you the end goal.
  • 15:44
There's a lot of elements that are the steps prior to that.
  • 15:47
So I don't know if you want to first kind of walk us through what goes into creating
  • 15:50
like a style guide for UI.
  • 15:53
And if you want me to bring up anything on the screen, just let me know as well.
  • 15:57
Yeah.
  • 15:58
I mean, there's a lot of work that goes into building UI.
  • 16:01
It's not just coming up with a bunch of things and throwing it onto screens.
  • 16:08
We put a lot of thought into this and we wanted to take our time to build a real good style
  • 16:11
guide so we can make sure our windows are consistent.
  • 16:16
And yeah, we can start showing some of the stuff.
  • 16:18
We can show you guys the process we went through.
  • 16:23
So we'll first bring up...
  • 16:24
Now you guys are going to be seeing, and Colby, if you want to talk just a little bit about...
  • 16:28
Because a lot of people probably aren't accustomed to that modular approach and how you kind
  • 16:32
of define these borders and whatnot.
  • 16:34
Give them a little bit of context to what they're about to see.
  • 16:36
They're going to see some of these elements and be like, what is this?
  • 16:39
Yeah.
  • 16:40
So we'll show you a lot of little pieces that are going to be part of a bigger picture eventually.
  • 16:45
So we really start with like shape language and all these little components.
  • 16:50
And we start designing out what are the motifs, these simple graphic elements that'll help
  • 16:59
sell what is the Ashes of Creation UI?
  • 17:02
What is it all going to look like?
  • 17:04
And so we start with a lot of explorations.
  • 17:06
This is just a small chunk of what we've worked through.
  • 17:10
And we're using those to start building up and building up and make a cohesive style
  • 17:15
that you'll see.
  • 17:16
So these will be like the corners of your window frames.
  • 17:19
And these will be what determines what the line breaks look like.
  • 17:22
And I know it's all very subtle and a lot of people may not notice it all the time in
  • 17:26
games, but we wanted to get a really nice subtle, but still fantasy style going through
  • 17:32
here.
  • 17:33
Right.
  • 17:34
And there's a lot of different directions that UI can take.
  • 17:37
Many of us who have played a lot of games can see the spectrum from really bulky, invasive,
  • 17:43
heavy kind of elements that you're accustomed to from the late 90s to the early 2000s and
  • 17:48
where the direction's gone for UI a little bit with more modern games and more minimalistic
  • 17:53
approach.
  • 17:54
Talk to us a little bit about kind of the differences in those philosophies.
  • 17:57
Yeah, totally.
  • 17:59
And it's definitely a flavor approach, right?
  • 18:02
So people choose between one of those things.
  • 18:05
And so one of the first things we always do is we gather tons of reference.
  • 18:09
And so we're all sitting down in a room and we're saying, oh, what do we see as the ashes
  • 18:13
of creation UI?
  • 18:14
And we start picking from these different more complex and artistic or more subtle and
  • 18:20
minimalistic or a balance of the mix.
  • 18:23
Right.
  • 18:24
And I remember some of the first conversations that you and I had with the broader team is
  • 18:30
with those reference boards, kind of dialing in what that visual, you know, looks like
  • 18:37
for Ashes of Creation.
  • 18:39
And we saw modern takes on it.
  • 18:41
We saw older takes on a traditional takes on it, bulkier takes on it and even the filigree
  • 18:46
down to the very minute details of these borders and these and these corners like there's just
  • 18:52
so many examples that live there.
  • 18:54
You guys did a great job kind of condensing that feedback down into a very cohesive approach
  • 18:59
for the style.
  • 19:01
Talk to us about a little bit about like, you know, how you utilize these corners and
  • 19:04
edges to kind of populate in a more modular fashion, the broader design of the UI.
  • 19:10
Yeah.
  • 19:11
So a big portion of what we do is kind of creating this like toolkit, basically.
  • 19:17
So rather than having every time you go to a screen, we have something new.
  • 19:21
It's here are all of these different things that we'll use to build a set of windows that
  • 19:27
are all going to look like they're built the same way.
  • 19:29
They're going to have a similar theme throughout.
  • 19:31
And we build in engine, we'll build a bunch of these things as like components.
  • 19:37
So when we go in like the first screens we built always take the longest because it's
  • 19:42
going to be, you know, we're building all the little parts that we put in.
  • 19:45
And then once we do a button, it's like, oh, hey, here's the button.
  • 19:48
And then we'll keep populating those buttons throughout.
  • 19:50
And then like we're trying to build as smart as possible because we have a pretty big game
  • 19:54
ahead of us.
  • 19:56
And so everything we're doing is built modular so that we can update in one place and it'll
  • 20:01
go throughout the whole game.
  • 20:03
So if we decide, hey, we want our buttons to be, you know, 10% brighter.
  • 20:06
Here you go.
  • 20:07
Quick.
  • 20:08
Yeah.
  • 20:09
Absolutely.
  • 20:10
Yeah.
  • 20:11
And as you can see.
  • 20:12
And I'm showing some of these along the way.
  • 20:13
Oh, go ahead.
  • 20:14
Sorry.
  • 20:15
Oh, yeah.
  • 20:16
No, it's okay.
  • 20:17
Yeah.
  • 20:18
As you can see on screen, I mean, there were a ton of different explorations that we went
  • 20:20
through here that, you know, we started with that really rough just shape exploration
  • 20:25
and we picked our favorites from it after we kind of had like settled on a more, you
  • 20:30
know, smaller, narrow set of styles.
  • 20:33
And then we just explored what does that look like on a screen?
  • 20:36
What does it look like, you know, with corner elements and line elements and breaks?
  • 20:41
And then you can see we start putting them into windows so that we can share and get,
  • 20:46
you know, feedback.
  • 20:48
And this process takes a while, but it's totally worth it in the end.
  • 20:51
So we have a really good foundation to keep moving forward from.
  • 20:55
I think the next group you had here was the inventory process.
  • 21:01
And this is kind of showing the process, like the walkthrough of like when you first start
  • 21:04
designing stuff into what it looks like once it's in game, correct?
  • 21:08
And so we'll start with the gray box if you want to talk a little bit about how that works.
  • 21:13
Yeah.
  • 21:14
So this is giving people a little bit of insight on how we approach different screens.
  • 21:18
So the whole UI process usually starts with something like this, which is called UX.
  • 21:23
So user experience focused design.
  • 21:26
And so what we're doing is we're, you know, these are just a couple of small mocks based
  • 21:30
like the document for the inventory is actually probably like four or five pages long.
  • 21:35
And it goes over all the little details of how you interact with things.
  • 21:39
And so actually that's a good part of the...
  • 21:40
As a user, I would like to be able to click an icon and drag it from one box to another.
  • 21:44
Like it's a lot of those little things that designers are designing.
  • 21:48
And that's actually a good point to bring up as part of that initial ideation or that
  • 21:54
pipeline flow.
  • 21:55
You're reviewing these GDDs and understanding kind of what are the system requirements that
  • 21:59
you from a UX perspective have to incorporate as part of these wireframes or as part of
  • 22:03
these mocks.
  • 22:04
Yeah.
  • 22:05
So we work with designers constantly here.
  • 22:08
We're talking with them about how to make their designs more user friendly and how to
  • 22:12
accommodate what we want to make and make it the best version of it.
  • 22:17
So we work back and forth.
  • 22:19
We'll create these gray boxes, which can go over, like Margaret said, literally, like
  • 22:24
how does it look like when you're dragging an item?
  • 22:27
And it goes over all these little interactions because we will build these things and then
  • 22:32
we'll pass them off to engineers who will hook it all up and make all the functions
  • 22:35
work.
  • 22:36
And those guys are trying to get every little detail working just right.
  • 22:40
So it plays really great.
  • 22:42
And the next step after the gray box is approved, we go to an art mock.
  • 22:46
And so we take that style.
  • 22:47
And if there's anything new, we start applying those things and showing what filters look
  • 22:51
like and other things in that nature.
  • 22:56
And when you're talking about filters, can you go a little into more detail regarding
  • 23:00
what that is?
  • 23:01
Oh, yeah.
  • 23:02
So this one specifically is just like the filters on the backpack.
  • 23:05
So if we want to be able to search for just equipment, we can click equipment and we're
  • 23:10
going to show, hey, when we do that, we're going to fade out the icon so that you can
  • 23:14
see just the equipment.
  • 23:15
But we don't want to reorganize your whole inventory because we know how players are
  • 23:18
about their inventory storage.
  • 23:21
I'm very organized.
  • 23:22
I like my stuff.
  • 23:23
I'm kind of seedy about it.
  • 23:25
Me too.
  • 23:26
I'm as organized as the button that auto sorts my inventory.
  • 23:30
Colby and I have like a love for organization.
  • 23:35
I know whenever we're writing documents.
  • 23:38
Yeah.
  • 23:40
And then this.
  • 23:41
Oh, no, it's okay.
  • 23:43
Yeah, and this gets put straight into the game.
  • 23:46
So kind of like what you've seen with our concepts, the 3D, we're kind of a little bit
  • 23:50
more of a kind of siloed, not siloed, but we have a little small team that builds the
  • 23:57
stuff all together and we work with the designers, we work with the engineers.
  • 24:01
Your service oriented team, really.
  • 24:03
These requests can come in from engineering, from design, from art or whatever.
  • 24:08
And your guys' job is to kind of like understand where the request needs to service and do
  • 24:12
deliver kind of that, those elements to those teams.
  • 24:16
Yeah.
  • 24:17
And we're the support team.
  • 24:18
We come in and we help make the design come to life and be playable and interactable.
  • 24:23
And then we get a lot of feedback and we build these things to be easy to change and work.
  • 24:29
That's why we work so modular is because if something we play it and we're like, oh, that's
  • 24:33
not quite right.
  • 24:34
We can go and tune that and move it back and get it working just right.
  • 24:38
And so that's showing here the concept coming right into the game and we have a whole toolkit
  • 24:43
that lets us build these windows a lot faster now that we've assembled that.
  • 24:48
Yeah.
  • 24:49
And a lot of players, oh, no, no, no, I'm so sorry.
  • 24:51
Go ahead.
  • 24:52
I was going to say, and obviously we're just showing the inventory, but we do this with
  • 24:55
like every piece of UI that we're going forward with and there's a lot of back and forth.
  • 25:00
And obviously when we're creating these things, we're also keeping in mind a lot of the customization
  • 25:05
that you guys want as well.
  • 25:07
So there may be options in the future where you can change different colors.
  • 25:12
And so those automatically adjust to everything for those specific elements and things of
  • 25:17
that sort.
  • 25:18
Especially for colorblind folks, we know that that's something that we want to support.
  • 25:21
Yeah.
  • 25:22
And I was just going to talk a little, that was what I was going to comment on was Colby,
  • 25:27
share with our audience, I think kind of your philosophy when it comes to customizing and
  • 25:33
options.
  • 25:36
As a player, obviously, I know you have your own desires when you play these games.
  • 25:39
Tell us how we're going to be doing things differently in Ashes.
  • 25:42
Yeah.
  • 25:43
We're going to have a basically everything in the game will be customizable as much as
  • 25:48
we can support.
  • 25:49
So all of our windows will be scalable.
  • 25:52
All of our UI, we have a bunch of scaling options already exposed at this point in the
  • 25:58
game.
  • 26:00
And moving forward, we've already been working on a HUD editor.
  • 26:04
You'll be able to uniquely scale all of your different HUD elements and potentially choose
  • 26:10
for different styles of those elements.
  • 26:14
It's going to be as much customization as we can fit in there, which we know how much.
  • 26:20
It'll be very handy for streamers too, because a lot of streamers have specific UI colors
  • 26:23
or they want their camera to be in a certain spot.
  • 26:25
So you build, move stuff around the way that you kind of like it to be.
  • 26:29
I feel like every MMO player plays differently.
  • 26:32
I like my stuff kind of like in a specific space.
  • 26:36
And I know that other people do not.
  • 26:37
And some people who just have it all there, I'm like, it's so much stuff.
  • 26:40
And it's not even that each player plays differently.
  • 26:44
It's almost even role dependent.
  • 26:47
Like when I'm playing a cleric, the positioning of my name plate for my targeting plate is
  • 26:54
very different than if I'm playing a DPS, right?
  • 26:57
Like I want that front and center.
  • 26:59
I want to see the party list in the middle of my screen and have the target living in
  • 27:04
the center as well.
  • 27:06
But I don't necessarily want that when I'm playing a different role.
  • 27:08
And so I think having that, as you mentioned, the customization options to kind of resize,
  • 27:13
but not just resize, place in different locations and associate different connections and having
  • 27:19
them hook into the side.
  • 27:21
There's just a lot of ideas that we've discussed a lot with the UI team as a whole of like,
  • 27:28
where's been our greatest pain point as players and how can we address those and the designs
  • 27:32
that we're going to be emphasizing with our UI?
  • 27:35
Yeah.
  • 27:36
I see that kind of conversation happening more than just with UI.
  • 27:40
I see that happening with when we're talking about web, when we're talking about design.
  • 27:45
Colby's favorite thing is to see a designer in their GDD try to mock up the USA.
  • 27:54
I live for those.
  • 27:55
I'm always ashamed when I'm making graphic stuff because Colby and Mike are just amazing.
  • 27:59
I'm like, oh, look at this stuff.
  • 28:02
We have a full team of people.
  • 28:04
They're great at that.
  • 28:05
They do amazing work.
  • 28:07
But obviously the desire there for a designer incorporating that as part of their GDD is
  • 28:11
they're trying to communicate to Colby and the team, what are they trying to get out
  • 28:15
of a particular system with UI?
  • 28:18
And that's always a great informational piece, but you get a kick out of it sometimes.
  • 28:22
Yeah.
  • 28:23
And that's one of the strengths of our team too is people just know games.
  • 28:27
We have a bunch of, we're not just developers, we're all gamers.
  • 28:30
So everybody comes together and they're like, oh, well in this game it worked like this.
  • 28:34
And that can give us a great lead on, oh, you want the design to kind of fit this world.
  • 28:39
Okay, cool.
  • 28:40
And I know that people are going to ask this specifically because of what you brought up,
  • 28:46
Steven, in regards to different roles.
  • 28:48
You want different types of UI layouts.
  • 28:50
Will people be able to save a layout and be able to load it up based on what role they're
  • 28:56
playing?
  • 28:57
Oh, we've discussed that in the past.
  • 28:58
That's absolutely a desire.
  • 28:59
Is that as you, oh sorry, go ahead Colby.
  • 29:02
You come.
  • 29:03
Oh, it's okay.
  • 29:04
No, yeah.
  • 29:05
Sorry.
  • 29:06
One of the first things we did when we were starting to kind of block in the very base
  • 29:09
features of our HUD editor was talk about saving and loading profiles.
  • 29:14
We're going to have options for like, hey, when I'm in a raid, automatically change my
  • 29:19
UI to this.
  • 29:20
Raid UI, yes.
  • 29:21
Yeah, when I'm in a party, I can change my UI to a specific thing.
  • 29:24
So it really will lend itself to customizing your experience.
  • 29:27
And we want to have really our kind of a mantra is really solid defaults.
  • 29:32
So most people won't need to touch anything, but then the customization for everybody who
  • 29:36
wants to.
  • 29:37
Yeah.
  • 29:38
And that's always, you know, it's funny when we kind of have points of maybe contention
  • 29:43
or subjective kind of differences that we as players talk about.
  • 29:48
And time it lives in the I know absolutely there, but it lives in the realm between well,
  • 29:53
what's default and then how are we giving the players the option to change that?
  • 29:57
Right.
  • 29:58
And that I think is is really the key in providing those things.
  • 30:01
And as Colby said, like, you know, our objective, of course, on the default side is to make
  • 30:05
it most applicable to a broad audience, but give the flexibility that you can do whatever
  • 30:10
you want based on the many years you've been playing games and, you know, develop your
  • 30:14
own idiosyncrasies or habits that you prefer.
  • 30:16
Yeah.
  • 30:17
I'm a weird player who plays with like I know a lot of people do was I'm like RDFG because
  • 30:22
I like having more keys around my like hand to be able to hit buttons versus like not.
  • 30:28
So I know and I know some people are like, that's so weird.
  • 30:30
I don't know how you could do that.
  • 30:31
But it's just like when you train yourself for, you know, 20 years, you get used to it.
  • 30:37
But it's not forever.
  • 30:38
I'm super weird as well.
  • 30:39
I use I really only on my left hand use the hotkeys between Tilda and five.
  • 30:46
And then I use a function to do the later hotkeys in the in the hotbar.
  • 30:51
I do like control one control.
  • 30:53
Yes, exactly.
  • 30:54
I want everything to be easy to accept access.
  • 30:56
I don't want to stretch my hand across the keyboard.
  • 31:00
There's no button past six.
  • 31:05
But and then there's some people who just like clicking stuff, which I know like some
  • 31:07
people do that.
  • 31:08
But it is very interesting to see how different people play.
  • 31:12
And there's a right way and a wrong way.
  • 31:13
I'm just kidding.
  • 31:16
But we do have some more stuff to go through.
  • 31:17
So I want to kind of get through that.
  • 31:18
And it's you had a lot of iconography stuff.
  • 31:21
So I don't know if you want to preempt this before we head into talking a little bit about
  • 31:24
that.
  • 31:25
Yeah, I mean, we can just look through these slides.
  • 31:28
We've done a ton of iconography work and kind of similar to the similarly to what we're
  • 31:33
going to be doing for like a style guide for the UI.
  • 31:36
We're going to be building out style guides, small ones for each of the types of icons.
  • 31:41
So these are showing like, you know, some ideation on the class iconography or the icons
  • 31:48
that go at the edge of the different window treatments.
  • 31:51
But yeah.
  • 31:52
Oh, yes.
  • 31:53
Sorry.
  • 31:54
Archetypes.
  • 31:55
Yes.
  • 31:56
There are classes, too.
  • 31:57
Yes.
  • 31:58
But yeah, but also that's a good point, actually, bringing up the differences between the the
  • 32:02
archetype and the class and how perhaps an icon can be promoted from its archetype state
  • 32:09
up to the class state and still salvage that iconography from the base archetype.
  • 32:13
True.
  • 32:14
So you kind of know what your base, your primary archetype is based on like your class icon.
  • 32:19
Yeah.
  • 32:20
We're trying to get that whole idea locked down.
  • 32:22
So when you can see someone, you can tell what they are and what I'm dealing with here.
  • 32:27
So yeah, that's the primary purpose, right?
  • 32:29
Of these types of UI elements is communicating that information.
  • 32:33
I mean, UI's whole purpose is communicating the information to the player.
  • 32:38
But at a glance with these particular icons, right?
  • 32:40
And that's the whole, you know, I'm getting an understanding and I'm familiar with that
  • 32:44
sword because it's the tank or something.
  • 32:47
Yeah.
  • 32:48
Yeah.
  • 32:49
I mean, it's it's a fine line for UI of like making something very, very like aesthetically
  • 32:53
pleasing but also making sure, you know, satisfies that like base information it needs to tell
  • 32:58
me.
  • 32:59
So here you can see some of our ideation between the ability effects and how we go from, you
  • 33:04
know, quick, you know, sketches and moving them forward into ability icons.
  • 33:10
And we're going to have different like styles for different size of things, too.
  • 33:13
So you know, ability icons are all going to fall into one style.
  • 33:16
And then like if we do a class emblem, it'll be more detailed.
  • 33:19
If we do something really tiny, it's got to be really simple, as you can see with like
  • 33:23
these ones on the right here.
  • 33:24
They're just going to be.
  • 33:25
Some of them are map oriented, so they have to be able to you to be able to see them and
  • 33:29
understand what they are when they're like one by one pixel.
  • 33:33
Yeah.
  • 33:34
And the graphic ones are the hardest ones to do because they're just you have to tell
  • 33:37
me what that is right there.
  • 33:39
Yeah.
  • 33:40
Mm hmm.
  • 33:41
Yeah.
  • 33:42
So we've done a lot of great work on these.
  • 33:45
Natalie and Jeff have done a ton of awesome explorations on these.
  • 33:48
Natalie has been doing all the painting for the class abilities you guys have seen in
  • 33:53
the last live streams, and they've just been fantastic.
  • 33:56
Very, very cool.
  • 33:59
I love the the vivid nature of these icons, especially for the ability icons.
  • 34:06
The strong contrast that exists within the icon itself that lends to that easy communication
  • 34:12
of the ability recognition is super important.
  • 34:16
Yeah, we're hoping to have a really awesome set of icons for you guys.
  • 34:21
Yeah.
  • 34:22
All right.
  • 34:23
Yeah.
  • 34:24
And with that, I think we're going to move into some like actual mocks that are in game,
  • 34:29
but yeah, I not quite in game.
  • 34:32
Well, some of them may be in game, but yes, these are just going to be the art mocks for
  • 34:38
what we've built so far.
  • 34:39
There's some extra ones that are in the works and things that are partial, but these ones
  • 34:43
are yeah, nice.
  • 34:44
Take a look at these.
  • 34:45
We're going to be talking a little bit about kind of feedback.
  • 34:49
These are going to be inspected like crazy.
  • 34:52
I know they're going to zoom in on every little thing.
  • 34:55
So now I would like to preface, though.
  • 34:58
For those of you who are going to zoom in on every little detail that as always, this
  • 35:04
is a work in progress and things are subject to change.
  • 35:09
Some things are even placeholder in these.
  • 35:13
So take it with a grain of salt.
  • 35:15
Yeah, not everything is built 100% accurate.
  • 35:19
So every single system, these are just mocks to get everything, especially as people play
  • 35:24
more of the game.
  • 35:26
People will be adjusting things and changing things and seeing what works and what doesn't.
  • 35:30
So when Alpha 2 comes around, that's when the feedback is going to be very, very important.
  • 35:37
So this is kind of a, we wanted to include this, which is showing like all of the different
  • 35:41
buttons and accordions and filter buttons and drop downs that we use to build all these
  • 35:48
different screens.
  • 35:49
So combined with the style guide that we had before, we're going to use these and we build
  • 35:54
out all of our screens, which you'll see here.
  • 35:55
The reason why they're called accordions is because it opens up.
  • 35:57
These are things that open up and kind of expand.
  • 36:01
So you can see more of your quests or more of whatever it is.
  • 36:05
And whenever you interface with this particular UI element, it actually plays the audio cue
  • 36:09
of an accordion in the background.
  • 36:10
Yeah.
  • 36:11
That'd be fun.
  • 36:12
I just poked it the whole time.
  • 36:13
Don't give Kat a heart attack.
  • 36:14
She's like, what are you getting me into?
  • 36:17
Also our audio is amazing too.
  • 36:20
Not only does UI interact with design and engineering, but they're also working with
  • 36:23
audio and visual effects.
  • 36:26
There's a lot of coordination that has to happen for all these things.
  • 36:29
Oh yeah.
  • 36:30
Yep.
  • 36:31
Next one here is dialogue.
  • 36:32
And I think there's a couple dialogue ones, right?
  • 36:35
Yeah.
  • 36:36
We show a couple of different steps.
  • 36:37
So this will be like when you're talking to an NPC, going through your potential options
  • 36:43
of what you can talk about.
  • 36:45
You could ask additional questions or you could jump straight into a quest, hook, whatever
  • 36:50
it happens to be.
  • 36:51
So some of our base treatments here.
  • 36:54
And then this is the quest delivery.
  • 36:56
So if you're talking to that NPC and they have something for you to start a task, we'll
  • 37:02
present this as a, make your choice.
  • 37:04
Do you want to start this task right now and give you the details that we have?
  • 37:08
And some objectives may be hidden depending on the quest.
  • 37:12
All right.
  • 37:13
And then move on to, go ahead, Steven.
  • 37:17
I was just going to say, you know, it's a lot of, I've seen a lot of interesting iterations
  • 37:24
for how quest gets delivered.
  • 37:27
You know, from when I interface with an NPC, I move into this kind of alternate camera
  • 37:31
mode and I have the NPC kind of talking to me with, I have the bar underneath it.
  • 37:36
But I think that, you know, when you're servicing multiple dialogue trees that have many different
  • 37:41
options, this approach is really conducive to kind of, you know, keeping those options
  • 37:49
front and center to the player, letting them see that and navigating through the dialogue
  • 37:54
tree with a very easy to interact with quest window.
  • 38:01
And we even did it that other way that you've mentioned in our previous.
  • 38:05
Yes.
  • 38:06
In Alpha 1.
  • 38:07
Yeah.
  • 38:08
And one of the iterations for UI as a placeholder was really that long bar at the bottom screen
  • 38:13
kind of approach.
  • 38:16
I'm really liking this.
  • 38:17
It'd be great to get feedback as you guys are kind of watching this.
  • 38:20
As always, it's very important for you guys to get feedback and what you're seeing.
  • 38:23
It's, I know we'll talk about that at the end, but yeah, I do love these.
  • 38:29
These look great.
  • 38:30
Yeah.
  • 38:31
And the backpack, which people got a little glimpse of some of this when we were showing
  • 38:35
our live stream last month.
  • 38:38
Yeah everything's coming online, becoming a little bit more usable and functional.
  • 38:42
And we're just, our main goal as UI is to get things in game and usable so that we can
  • 38:47
really test it because ultimately you can design anything on paper, but really you got
  • 38:52
to get your hands on it in order to.
  • 38:54
Absolutely.
  • 38:55
I like, I think we saw a lot of commentary in regards to segmenting the backpack into
  • 39:00
different, you know, like harvestables and things like that.
  • 39:04
Yeah.
  • 39:05
Gatherables I should say in quest items.
  • 39:07
People really liked seeing that.
  • 39:09
Oh absolutely.
  • 39:11
Especially with the way our game's going to work with the materials being a little bit,
  • 39:14
you know, of a different interaction.
  • 39:16
So yeah.
  • 39:18
And then the quest items is that quality of life because as MMO players, we all know searching
  • 39:23
for the, you know, one vial that's not the vials of your potions, but it's the quest
  • 39:28
items.
  • 39:29
Absolutely.
  • 39:30
And it's always great to have in the quest tracker that actually is living on the HUD
  • 39:33
with you, that accessibility for the item.
  • 39:36
So you don't have to go digging for an activatable per se.
  • 39:39
Oh my gosh.
  • 39:40
Yeah.
  • 39:41
We'll be doing that too.
  • 39:42
Supporting.
  • 39:43
Like has that support right there for you.
  • 39:45
It's nice.
  • 39:46
Yeah.
  • 39:47
Or something that you can drag on your, to your bar easily.
  • 39:48
Things like that.
  • 39:49
Yeah, exactly.
  • 39:50
And then we've got blacksmithing.
  • 39:51
I know that people are going to be very excited to see this.
  • 39:56
Oh my God.
  • 39:57
This is the first look I think we've shown of the crafting systems.
  • 40:03
And this is kind of our fast crafting.
  • 40:04
So not necessarily what we will be end goal, right, Steven?
  • 40:09
Yeah, absolutely.
  • 40:10
Yeah.
  • 40:11
Talk, talk to us a little bit, Colby, about kind of designing for the kind of crafting
  • 40:16
needs.
  • 40:17
Yeah.
  • 40:18
We work with designers a lot on these.
  • 40:19
So we've been talking with them about everything they want to get done.
  • 40:22
So this one is showing kind of the base needs that we were establishing to get this system
  • 40:28
in game and usable as soon as possible.
  • 40:30
So right now our crafting does work in game and it's all functional and we're building
  • 40:36
out the functionality as we go to expand and based on what we test.
  • 40:41
And there's a lot of information you have to communicate via this window, right?
  • 40:46
How do you kind of blend between the idea of multiple sub pages that are required to
  • 40:52
kind of facilitate all the information versus how much you can show on one particular page?
  • 40:56
Like talk to us a little bit about that process.
  • 40:58
Yeah, and this is where that game of, you know, understanding how to organize the information,
  • 41:04
right?
  • 41:05
So we're creating kind of what we like to call like a visual language.
  • 41:08
So a lot of our panels you'll see they'll have that left side accordion list, which
  • 41:14
is like a real, you know, if we have a lot of dense information, we like to use these
  • 41:17
accordions because you can, you know, have a shorter list and then expand out the parts
  • 41:22
that you're interested in.
  • 41:24
And then we kind of do that same thing where it's context.
  • 41:26
So you start on the left and you'll move to the right.
  • 41:29
So you make a selection and then there's like details on the right.
  • 41:32
And we try to create what we call like visual hierarchy to help you know, like, okay, I've
  • 41:38
clicked this and now I move over here and I've got, you know, buttons over here that
  • 41:42
are, you know, the only other bright objects on the window.
  • 41:45
So it pulls me to say like, okay, I can look and see if I can craft this or whatever it
  • 41:50
happens to be.
  • 41:51
And there's going to be, you know, some pretty robust systems.
  • 41:54
So we're really excited to see when we get our hands on it, where we're, you know, where
  • 41:58
we can make it better.
  • 41:59
Absolutely.
  • 42:00
Yeah.
  • 42:01
That is a very important component of the testability and the primary purpose of Alpha
  • 42:06
2, as we've always stated, is going to be to get player feedback, to get player hands
  • 42:09
on you know, giving us direction on how these things play out.
  • 42:16
It's such an important part of being a tester.
  • 42:18
So definitely it's very valued.
  • 42:21
Yeah, definitely.
  • 42:22
Folks did see the journal a bit last time.
  • 42:25
I saw a lot of commentary regarding that.
  • 42:28
Yeah.
  • 42:29
A lot of great feedback, positive feedback about the journal, both from color composition
  • 42:33
to layout design to, you know, a lot of different things.
  • 42:37
Colby talked to us a little bit about kind of how you guys approached this style of introducing
  • 42:43
such a broad spectrum of colors.
  • 42:45
I feel like.
  • 42:47
Yeah.
  • 42:48
We actually used the journal as one of our test cases for the style guide, because it's
  • 42:53
a very complex screen.
  • 42:54
There's a lot of things that are going on where we have different tiers of story arcs
  • 42:59
that might be available for players.
  • 43:00
And so we wanted to make sure the color denoted different information for them.
  • 43:04
We also have iconography to support that as well.
  • 43:08
And we kind of have a little bit of a twist on what a traditional quest system would be
  • 43:13
like.
  • 43:14
So with these story arcs, we wanted to make sure that it was organized in a familiar way,
  • 43:19
but also something that supported all of the design's needs.
  • 43:23
We really like how it came out.
  • 43:24
Yeah.
  • 43:25
And we have a little bit more in depth slash complicated story arc system than you might
  • 43:30
find in most of your traditional MMORPGs and how those kind of story arcs can be updated
  • 43:36
in real time and kind of how players interface with different segments of that story arc.
  • 43:42
So this journal has to facilitate all of those designs, which can make it, as you said, one
  • 43:49
of the most complicated, probably, windows that we utilize for characters outside of
  • 43:54
probably the mayoral interface.
  • 43:55
That's just going to spark more questions about like, hmm, what do you mean?
  • 44:00
How is this going to go?
  • 44:03
But perhaps that's going to be a future thing.
  • 44:05
We definitely need to have some more of our narrative folks on sometime and talk a little
  • 44:09
bit about that.
  • 44:10
I think Carfen might be a great opportunity for that.
  • 44:15
That's true.
  • 44:16
And if you did watch our extra live stream, you got a little teaser of some lore there.
  • 44:20
And then next up, and we're also later in this live stream, we're going to be showcasing
  • 44:25
some teasers as well.
  • 44:28
Next month's live stream.
  • 44:30
And we've got options, which for most of us, it's one of the first things that we experience
  • 44:36
in game, we're like, let me adjust all the things to be the way that I like them.
  • 44:40
I want the FOV to be where I want.
  • 44:42
I want the audio to be where I want.
  • 44:44
And this requires even more elements for you guys to interact with and adjust.
  • 44:50
I'm sure that this was probably even more complicated to put together.
  • 44:54
Yeah.
  • 44:55
Well, and this is where that having a really strong visual language and making that information
  • 45:00
really accessible and organized in a good way was really just very important to us.
  • 45:06
So one of the other screens that we hit first, not exactly the thing everybody's like, oh,
  • 45:11
let me see the options, but very important when we do get them out there in your hands.
  • 45:17
I think people will be happy because last, an alpha one, we had like one slider and they
  • 45:22
were like, we're constantly getting folks asking for more options.
  • 45:26
There'll be a few more sliders.
  • 45:29
You'd be surprised.
  • 45:30
I don't find myself as a player interfacing with the options menu in many games very often.
  • 45:35
I do, like you said, kind of at the start of my gaming experience.
  • 45:38
But when I'm in the middle of a game and there's some option that I've newly discovered that
  • 45:42
as like, oh God, I need to change this and I need to change it fast.
  • 45:46
And I opened that options menu and it is just an absolute cluster.
  • 45:49
I'm like, oh, this is terrible.
  • 45:51
I need to now spend so much time here.
  • 45:54
So easy, intuitive navigation is definitely an important aspect of this, of the options
  • 45:58
menu for sure.
  • 45:59
Yeah, definitely.
  • 46:00
We'll be testing that a lot.
  • 46:02
Yes.
  • 46:03
Yeah.
  • 46:04
So if you could only toss us your thoughts on that or what options you like.
  • 46:08
Obviously, this doesn't have everything in there, but it's giving you kind of a glimpse
  • 46:13
into the future.
  • 46:14
And our character screen, which we have shown various different versions of this throughout
  • 46:22
the lifespan of Ashes of Creation.
  • 46:24
I know, yeah.
  • 46:25
It's gone through many, many iterations.
  • 46:28
And I know there's been a couple that people haven't liked, a few that people have liked.
  • 46:33
I know that there's always a lot that you have to display here.
  • 46:37
And so I don't know if you want to talk a little bit about that, Colby.
  • 46:40
Yeah, we were building this out and we wanted to kind of create something that would handle
  • 46:45
a couple of different roles with obviously your equipment slots for what we call a paper
  • 46:51
doll, which is that display of your character.
  • 46:53
Eventually, it won't just be a image of your character.
  • 46:55
We hope to have the 3D character and be able to rotate around, look at what you're wearing.
  • 47:02
And then we wanted to support a couple of different features here with some base stats,
  • 47:06
the equipment, which will show what equipment you have available to quick swap so you don't
  • 47:11
have to have your inventory and the screen open.
  • 47:14
Detailed stats for those people who want to get into all of the details.
  • 47:18
And then, of course, gear sets.
  • 47:20
So this is going to be able to swap your sets of gear quickly and being able to save different
  • 47:26
loadouts.
  • 47:28
We know all the players who have two sets and there's players who have hundreds of sets.
  • 47:32
So yeah, I got all my costumes too, you know, of course.
  • 47:37
Of course.
  • 47:38
Yeah.
  • 47:40
So this has been a lot of the stuff that we've worked on over the past year.
  • 47:44
We've built out the style guide while supporting all these live streams.
  • 47:47
And it's just been awesome to see this team get up and running in such a short time and
  • 47:52
get a ton of work in.
  • 47:53
Yeah.
  • 47:54
And you have definitely been supporting a lot of teams.
  • 47:56
I know a lot of the things that we're showcasing each month, you know, you guys have some semblance
  • 48:02
of little bits and pieces that you're kind of showcasing in there.
  • 48:05
So like Stephen said, this is the first time we're like just focusing on UI, which I think
  • 48:10
is kind of exciting.
  • 48:12
And probably talk to us a little bit about kind of the types of feedback you like to
  • 48:16
see from a demonstration like this of the UI.
  • 48:20
Yeah.
  • 48:21
I mean, just general, like people's feeling of these things.
  • 48:25
The best feedback will of course be when you guys are able to get your hands on it.
  • 48:28
But if you guys have real strong opinions on, hey, I want to see these kind of things
  • 48:32
in my journal and, you know, we've got a lot of features planned and we have a lot of good,
  • 48:41
you know, options available and there's going to be things that you haven't seen, you know,
  • 48:44
like maybe your journal ties into an archive that has a little bit more of that lore background
  • 48:50
in it and it keeps track of what maybe stories you've participated in.
  • 48:55
So we've really, you know, we're building this out.
  • 48:57
Oh, sorry.
  • 48:58
Sorry.
  • 48:59
I'm sorry.
  • 49:00
Go ahead.
  • 49:01
But yeah, we're just building this out, you know, part by part and we're going to be supporting
  • 49:04
the team.
  • 49:05
So if you guys see stuff that you really like, you know, make sure to throw a thumbs up out
  • 49:10
there, make a post or comments because we do, you know, we do read all of this stuff
  • 49:15
and we try to make sure that we're, you know, seeing the feedback people are giving.
  • 49:20
Absolutely.
  • 49:21
Especially.
  • 49:22
Go ahead.
  • 49:23
Go ahead.
  • 49:24
We'll be putting up a thread.
  • 49:25
It'll probably be up right now, right meow, over on our forums, forums.ashisofcreation.com.
  • 49:32
Check it out over there.
  • 49:33
Definitely leave us some thoughts on our UI.
  • 49:35
We'll have a few questions that are good, like starters for you.
  • 49:38
But definitely tell us what you'd like to see, some features that you'd like to see,
  • 49:42
some features you liked from the displays that we showed today.
  • 49:45
And we will be creating a report for the UI team and providing that.
  • 49:51
Roshan and Vaknar are always so great about putting those together and they're super in-depth.
  • 49:56
They read through everything, which makes it very easy for the design team and development
  • 50:00
team to be able to quickly read through those and get a good overview of kind of your guys'
  • 50:05
thoughts and feelings and suggestions.
  • 50:07
You guys always have some great ideas as well.
  • 50:10
And always make sure to incorporate as part of your feedback, you know, the examples and
  • 50:16
inspiration for you that you've experienced that did things well from a UI.
  • 50:21
What stands out about a game that you think had great UI?
  • 50:24
What was it about that game that you felt was great with regards to their UI?
  • 50:29
And what were some examples of games that had bad UI and why did you feel that it had
  • 50:33
bad UI?
  • 50:34
Those are great like cornerstone touch points on how to give good feedback is always using
  • 50:39
those references, right?
  • 50:40
Because it's there that we can find better detail-oriented kind of inspection.
  • 50:46
So yeah.
  • 50:47
Definitely.
  • 50:48
Yeah.
  • 50:49
Give us your feedback.
  • 50:50
And with that, I do want to give you a chance, Colby, to kind of do a little plug.
  • 50:54
I know you have one, of course.
  • 50:56
And then anything else you want to say at the end of here before we head on over to
  • 50:59
our character art segment?
  • 51:01
Yeah.
  • 51:02
So, well, our UI team has grown quickly over the past year, but we are looking for one
  • 51:06
more UI artist or UX designer.
  • 51:10
We're looking for someone to help join the team and kind of build this out with us.
  • 51:14
So if you guys are, you know, if you have some experience, please send us your resume.
  • 51:19
Absolutely.
  • 51:20
Apply.
  • 51:21
Get out there and help us raise awareness.
  • 51:23
Yeah.
  • 51:25
And the other thing is, you know, I just want to give thanks to our team because our team
  • 51:29
is awesome.
  • 51:30
We work really hard and we have a really nice diverse set of people who are able to accomplish
  • 51:36
all of these different tasks while we're able to, you know, help this game come to life.
  • 51:40
So we're just very fortunate.
  • 51:43
We got a great team over here.
  • 51:44
All right.
  • 51:45
Well, definitely head on over Intrepidstudios.com.
  • 51:48
If you are interested or if you know somebody forward along that position, we'd love to
  • 51:53
fill it with someone who is amazing to join our Intrepid family.
  • 51:58
And with that, we're going to say thank you, Colby.
  • 52:00
We're going to head on over to our next segment, which is our character art update.
  • 52:04
So we will see you momentarily.
  • 52:06
Bye, Colby.
  • 52:07
Thank you.
  • 52:08
Thanks.
  • 52:09
See you guys.
  • 52:10
Welcome back.
  • 52:11
We hope that you all had fun.
  • 52:14
That was an in-depth exploration of the UI process.
  • 52:17
Very much so.
  • 52:19
And it seemed like you all really, really enjoyed that.
  • 52:22
We hope that you did.
  • 52:23
It seems like y'all did.
  • 52:25
And obviously, like Stephen mentioned, there are a lot of it's work in progress.
  • 52:29
It's not final, but we will have a lot of customization, a lot of options, as we noted
  • 52:34
in there.
  • 52:35
And I can't wait to go on the Reddit later and just see all the speculation and hypotheses
  • 52:42
and theory crafting about these windows.
  • 52:47
And of course, you guys will be able to see some more of them.
  • 52:50
We usually share a lot of the pieces throughout the month.
  • 52:56
So definitely keep an eye on our social for those things.
  • 52:59
But I did want to cover a couple different questions that Vagner and Roshan tossed my
  • 53:03
way.
  • 53:05
These were kind of side things, which is people are wondering if they'll be able to share
  • 53:09
UI layouts.
  • 53:10
So let's say I have a UI layout that I really like.
  • 53:12
Is that something that we may have options to share?
  • 53:15
Or is that something we could explore in the future?
  • 53:18
That can be a little bit difficult.
  • 53:22
We've talked about it in the past, but there are unique elements that would be exposed
  • 53:27
for certain classes and or characters that might not be for others.
  • 53:33
And that data might be difficult to have transferable or shareable.
  • 53:39
But it's something that we're not shying away from looking into.
  • 53:42
So no definitive answer yet on that.
  • 53:44
And I know we did say that UI will be customizable.
  • 53:47
You will be able to move stuff around, scale things the way you'd like.
  • 53:51
In most games, you always are able to add extra action bars or ability bars.
  • 53:55
And they're curious if that's going to be something because we didn't say it explicitly.
  • 53:58
Yes.
  • 53:59
Yes.
  • 54:00
Absolutely.
  • 54:01
And so, short of customization that we want to provide each player, because some people
  • 54:06
like to have a very minimalistic number of hot bars.
  • 54:09
They don't need necessarily to have three, four, five hot bars that are available.
  • 54:13
But some people do like that.
  • 54:14
They want to have all their items listed on their hot bar, as well as their abilities,
  • 54:18
as well as their mounts, as well as anything that they can essentially interact with as
  • 54:24
an icon.
  • 54:25
They want to place it somewhere on a hot bar that's visible.
  • 54:28
So the breadth of customization should encompass those desires from the more minimal to the
  • 54:33
heavier player type.
  • 54:36
And when we're in our betas and we have a lot more of that stuff accessible to you all,
  • 54:40
if you have any feedback along the way, we're all ears.
  • 54:43
You've seen our journey along the way.
  • 54:45
We're constantly taking y'all's feedback.
  • 54:47
And maybe we won't be able to implement stuff immediately, but we'll definitely be taking
  • 54:51
your feedback and communicating with you all along the way.
  • 54:57
And then the last one here was, will there be weight capacity?
  • 55:00
There's been a lot of questions in regards to that.
  • 55:02
That's not really UI related.
  • 55:04
There's not weight capacity.
  • 55:07
Weight management, in my opinion, and this is of course subjective, but weight management
  • 55:12
is not a compelling mechanic for players to have to deal with in an MMO setting.
  • 55:19
It can be for sure in a survival game type mode or in other types of games.
  • 55:25
But really we want to focus on spacing and we want to focus on stack size, those kind
  • 55:32
of supplement where weight would be relevant.
  • 55:35
This is more about how much capacity do I have?
  • 55:39
What are the shapes and sizes of the different types of materials and or gatherables that
  • 55:42
I might acquire?
  • 55:45
And how does that fit into my gatherable bags?
  • 55:50
And what are my stack limits?
  • 55:51
And how can those stack limits be kind of augmented or changed based on the bag type
  • 55:56
or quality that I purchased from a crafter or my expertise within a particular profession
  • 56:01
when I'm gathering resources out in the wild?
  • 56:04
That's where we want to kind of make those choices be more relevant and compelling.
  • 56:10
Right.
  • 56:11
And with that, I think we're ready to move on to our character update.
  • 56:15
So we'll be doing that.
  • 56:19
Let's show all the things.
  • 56:20
There's so many cool things.
  • 56:22
And like I said, stay till the end.
  • 56:24
We've got a little teaser for you guys at the end.
  • 56:27
We have a little video teaser.
  • 56:28
You got to stay for that.
  • 56:31
So with that, we will first kick things off with we've got you guys did see some Cyclops
  • 56:36
weapons before, but now there's even more Cyclops weapons, which these are looking very,
  • 56:42
very awesome.
  • 56:46
I'm sad actually because I don't have my extra monitor.
  • 56:50
So you can't see.
  • 56:51
I know.
  • 56:52
I can't see.
  • 56:53
What are we looking at?
  • 56:54
In the run of show, I usually always have all of the images.
  • 56:55
I know, but I don't have it.
  • 56:59
But these are the Cyclops weapons.
  • 57:00
There's mace, bow, wand, all the goodies.
  • 57:07
I'm looking on my phone.
  • 57:08
I apologize to the audience if I'm looking on the phone.
  • 57:11
Yeah.
  • 57:12
You know, to give you guys an idea, the Cyclops, which you'll be seeing at some point here
  • 57:16
in the very near future is and you guys have seen the model for it already in the past,
  • 57:21
right?
  • 57:22
Some parts.
  • 57:23
Some parts.
  • 57:24
It is a very large, like 45 or 50 foot.
  • 57:28
I think it's like over.
  • 57:29
He's carrying a tree in one of the images.
  • 57:31
Yeah, it's like a 50 foot tall, giant raid boss.
  • 57:36
And he has a lot of like natural oriented weapons that are available that he uses.
  • 57:45
And I think the character team just did a great job with these.
  • 57:48
They really kind of, I think, reflected the nature of that particular creature, which
  • 57:54
is always cool to have because it ties you into that story.
  • 57:57
It ties you when you acquire this thing or cool.
  • 57:59
You got to have some cool Cyclops loot.
  • 58:04
And also, you know, we're going to talk a little bit more about car from here because
  • 58:07
we're to show some cool car from weapons.
  • 58:09
But look at these weapons.
  • 58:10
They're so sick.
  • 58:11
And I heard that y'all got your bingo card.
  • 58:14
The community puts together like a little bingo card or things that they think we're
  • 58:18
going to talk about in the live stream.
  • 58:20
I always love seeing how they get a bingo card.
  • 58:23
Yeah.
  • 58:24
When you said car, bingo, why segment?
  • 58:27
Oh, they're bingo, which is cute.
  • 58:30
But yeah, these are looking awesome.
  • 58:33
And these are achievable items.
  • 58:35
Just very, very.
  • 58:38
Yeah, I again, I apologize.
  • 58:40
I just want to watch it on my phone because I don't have another screen here.
  • 58:43
So I'm not I'm not distracted.
  • 58:46
Yeah, he's he's not looking at his phone for other reasons.
  • 58:49
He's watching the thing.
  • 58:51
And then we've got some NPCs that have been created.
  • 58:55
So this first one is an ambitious academic.
  • 58:59
There's a couple different versions with the, you know, the petticoat vibes.
  • 59:04
Yeah, these are pretty cool.
  • 59:09
And I don't know if we want to tease a little bit about the academic aspect of it.
  • 59:14
What for Carfin?
  • 59:15
But oh, yeah, absolutely.
  • 59:16
I mean, I think the you're talking about the story and yeah, yeah.
  • 59:22
You know, you guys, those of you who probably tuned in during the live stream for Extra
  • 59:26
Life last November, got a little bit of history and story around Carfin.
  • 59:31
Carfin is a very large dungeon complex.
  • 59:34
It's both an urban area at the base and then a huge mega dungeon with lots of different
  • 59:40
levels.
  • 59:41
I had a lot of fun in other games as inspiration with like those of you played Lineage 2 with
  • 59:47
Tower of Insolence and the Krumah Tower I thought were really cool.
  • 59:52
And if the story behind the tower at Carfin is that it is actually a part of the university
  • 59:59
complex that was initially brought to the Aelahumans by the elves, the Pyrrhon elves.
  • 1:00:10
And they kind of helped establish and taught the humans how to master the essence and how
  • 1:00:15
to master magic.
  • 1:00:17
And this was one of the great universities of the Aelah Empire.
  • 1:00:19
So a lot of the experience and encounters there are going to be arcane in nature.
  • 1:00:26
They're going to be representative of that essence magic and it's going to have some
  • 1:00:32
powerful foes.
  • 1:00:33
And also I was just told, thank you Jeremy for DMing me, that this is a dropped set.
  • 1:00:38
So this is not a NPC outfit.
  • 1:00:41
This is like a thing that you will achieve in game.
  • 1:00:45
So apologies.
  • 1:00:46
Sometimes I don't have all the context.
  • 1:00:50
But yeah, this is the River Stalker, which I already saw y'all.
  • 1:00:54
I'm showing it while Stephen was talking, but it's very, very cool.
  • 1:00:59
And then I don't know if you want to say who this is.
  • 1:01:02
I love that fur.
  • 1:01:03
Yeah, I know the fur looks so good.
  • 1:01:05
The fur looks so good.
  • 1:01:06
Do the boots have, is it boots with the fur?
  • 1:01:08
It is.
  • 1:01:09
There are some boots with the fur.
  • 1:01:12
We have a lot of boots with the fur.
  • 1:01:14
I think people like boots with the fur.
  • 1:01:19
This next one is, do we want to say who she is?
  • 1:01:22
I have her name, but I didn't know if you wanted to share that yet.
  • 1:01:25
Oh, that's a question.
  • 1:01:28
There have been people who have been wondering who this lady is, but we haven't shared.
  • 1:01:31
I think we saved that.
  • 1:01:32
I don't know.
  • 1:01:33
We saved the name?
  • 1:01:34
Okay.
  • 1:01:35
I think next month when we do the Tower of Carthend kind of walkthrough, we can expand
  • 1:01:40
on that a bit.
  • 1:01:41
Okay.
  • 1:01:42
Are you talking, I don't know if I'm looking at the right thing.
  • 1:01:43
I'm looking at a statue right now.
  • 1:01:45
This is a different, this is not the person.
  • 1:01:47
The other person we have talked about during the actual episode.
  • 1:01:49
Right.
  • 1:01:50
No, I'm not talking about the raid boss.
  • 1:01:51
I'm talking about the influence of the previous deans of the college.
  • 1:01:56
Yes.
  • 1:01:57
Okay, cool.
  • 1:01:58
I will not say her name then.
  • 1:02:02
And then we've got Laria Lamon, which we have talked about before.
  • 1:02:07
Yes, she was the primary protagonist become antagonist in the story from last November's
  • 1:02:17
livestream with Extra Life, and now you can see her character model.
  • 1:02:22
And she is a very powerful wizard who unfortunately in her desire to save as many as possible
  • 1:02:33
went down a path that was unfortunately recoverable for her.
  • 1:02:37
And I think we'll talk a little more about that also next month.
  • 1:02:41
I feel like this is what you would hear from her, just like a little moaning.
  • 1:02:49
Just a morning, yeah, absolutely.
  • 1:02:53
And then we've got some concept art that we will show.
  • 1:03:00
And the first one here-
  • 1:03:01
Someone said, Pizza Drew said, I can fix her.
  • 1:03:04
I just imagine players saying that as they're rushing to the top of the tower.
  • 1:03:09
And then we've got the Aelin City.
  • 1:03:12
You can see a little bit here.
  • 1:03:14
Oh, yeah, you get to see a little bit of the grandiose nature of the starting city in the
  • 1:03:23
Aelin Empire.
  • 1:03:24
So this was the former capital of the Aelin Empire.
  • 1:03:29
And this is where players are returning to if you choose that particular Divine Gateway.
  • 1:03:35
It's huge.
  • 1:03:36
The QA team is kind of running through it because we were trying to see the space and
  • 1:03:42
it's just massive.
  • 1:03:43
It is a massive area.
  • 1:03:45
And again, the reason why it's so large and why this might be very atypical for us as
  • 1:03:51
players to experience in such a starting area something so big is because this place changes
  • 1:04:00
based on what you do in the world and different areas of this city become accessible as the
  • 1:04:07
world develops further.
  • 1:04:09
And there's reasons for you to come back at later levels and kind of experience that because
  • 1:04:13
again, part of what makes I think the system design around these nodes and world building
  • 1:04:20
so compelling from an MMORPG specific perspective is that many MMOs we play, we go through progression
  • 1:04:27
and we leave areas and we never go back to those areas.
  • 1:04:30
They become essentially content that gets lost.
  • 1:04:36
And that's such a sad concept to have because a lot of time goes into making those areas
  • 1:04:41
compelling and beautiful and something that's iconic in your experience within the game.
  • 1:04:48
But the way that our world progresses and that our points of interest progress as well,
  • 1:04:54
those areas are constantly being updated.
  • 1:04:56
They're constantly changing and you're maintaining that traditional experience of character progression
  • 1:05:02
and leveling for new players that are coming and joining later.
  • 1:05:05
But now they're immersed in the social environment as well because the player population hasn't
  • 1:05:10
moved past that area like we see in many other MMORPGs.
  • 1:05:14
You have an opportunity to actually graduate into that social environment because this
  • 1:05:19
area has opportunity for late game players to come back and explore and experience things.
  • 1:05:25
The persistence in our world is a little bit different.
  • 1:05:28
So what my experience as a new player is might be different from someone else's, especially
  • 1:05:33
if we both start playing it at a different time frame, which is really cool.
  • 1:05:38
And this is concept because I know some people were asking, this is concept, but we've already
  • 1:05:43
seen the- Oh, our concepts to implementation are very
  • 1:05:48
one to one.
  • 1:05:49
If you've seen some of our other concepts and then our in game, they're pretty great
  • 1:05:52
because our artists are just phenomenal.
  • 1:05:54
But I've already seen some of this being gray boxed in the world.
  • 1:05:58
Like I said, we were running around it.
  • 1:05:59
It's massive.
  • 1:06:00
And then there's also the starting, the Aelan portal area, which we've already started seeing
  • 1:06:07
in game as well, the model of it.
  • 1:06:09
And you can see the little people for the scale, how big this thing is.
  • 1:06:13
It's huge.
  • 1:06:14
And that is- Bad Earp here said, the Stargate.
  • 1:06:22
It's a defined gateway.
  • 1:06:23
There's a difference.
  • 1:06:24
I love Stargate though.
  • 1:06:25
I know.
  • 1:06:26
I like Stargate too.
  • 1:06:27
There's an RPG for Stargate, which I've gotten to play.
  • 1:06:29
It's really fun.
  • 1:06:30
Oh, that's cool.
  • 1:06:32
But yes, no Stargate.
  • 1:06:38
With that, we're going to head into our Q&A segment.
  • 1:06:41
I'll have some images up in the background while we do Q&A.
  • 1:06:46
Jaffa Creek.
  • 1:06:48
I'm sorry.
  • 1:06:50
Love it.
  • 1:06:51
So good.
  • 1:06:52
With that, we have our first question from Rufian.
  • 1:06:54
They want to know about ranged weapons, which is, what will be the differences between a
  • 1:07:00
crossbow and a regular bow?
  • 1:07:02
And I think we've talked about short bow versus a long bow.
  • 1:07:05
We don't have crossbows.
  • 1:07:07
However, bows of different types will vary across many different stats between the damage
  • 1:07:15
that's done, the damage window that's possible, the attack speed, stats that are associated
  • 1:07:22
with those particular types of weapons.
  • 1:07:25
And not only that, but very important is the weapon skill progression.
  • 1:07:30
So each weapon group or weapon type has a associated skill progression where you can
  • 1:07:37
unlock the ability to proc certain types of effects.
  • 1:07:41
And they also have associated with them different combos that can be utilized.
  • 1:07:46
Sorry.
  • 1:07:47
And you know what?
  • 1:07:48
The chat is right.
  • 1:07:49
I got excited to get into the Q&A that I missed the studio update again.
  • 1:07:54
Normally I'm like looking at the run of the show, but I just kind of got past it.
  • 1:07:59
Yeah.
  • 1:08:00
Do you have anything, any updates for us for the studio?
  • 1:08:03
I know we talked a little bit about the fun stuff we were doing for February.
  • 1:08:07
Yeah.
  • 1:08:08
We talked a little bit about that.
  • 1:08:10
We are now moving into what we have moved into as of last month and this month.
  • 1:08:16
Another round of significant hiring.
  • 1:08:19
You can see that on our intrepidstudios.com website.
  • 1:08:23
It is of course important and just a side comment.
  • 1:08:29
I'm sure many of you, as we are aware of the kind of turbulent times that the tech industry
  • 1:08:36
is seeing right now with the layoffs from different studios and companies.
  • 1:08:42
And that's always a hard thing to watch because the gaming industry is an industry of
  • 1:08:49
passion and it is an industry of creatives who deserve an opportunity to excel in their
  • 1:08:57
work and feel confident and secure in their position and the jobs that they have.
  • 1:09:02
And it's a sad thing to see when those things kind of happen.
  • 1:09:06
But at Intrepid Studios, we endeavor to be different.
  • 1:09:10
I think we've done a great and sustainable way to kind of proceed with this game's development.
  • 1:09:18
And I want to kind of shout out the fact that we have opportunities at the studio.
  • 1:09:23
Yes, we are very selective and the recruitment process can be a bit difficult.
  • 1:09:31
But I just want to say to those people out there who are affected, you can send your
  • 1:09:37
applications into intrepidstudios.com.
  • 1:09:39
Go on there, take a look at the jobs that are available.
  • 1:09:42
If you don't see one that pertains to you necessarily, you can still provide your resume
  • 1:09:48
and we will consider those.
  • 1:09:50
So that hiring process is moving forward.
  • 1:09:53
Additionally, we've had some-
  • 1:09:55
On that front, I just want to mention that on the careers page, there is an uncategorized
  • 1:09:59
section that says, don't see your position, you can still apply and apply through that
  • 1:10:04
one right there.
  • 1:10:06
Absolutely.
  • 1:10:07
And then in addition to that, we've been changing up a little bit some of our production practices
  • 1:10:13
over the course since the start of this new year.
  • 1:10:16
We are now seeing in the month of February, the fruits of those changes, which are bountiful
  • 1:10:22
and we are very happy with I think, some of these production changes that we've seen.
  • 1:10:28
Jacob spearheading that charge has been doing a great job in that sense.
  • 1:10:32
So studio update is very strong in February.
  • 1:10:37
Very strong indeed.
  • 1:10:38
Yeah, it's been pretty exciting for me too.
  • 1:10:43
And moving back to the Q&A segment, I do want to ask a follow-up question in regards to
  • 1:10:50
you, because you stated there aren't crossbows, but we have sold crossbow looking items.
  • 1:10:55
Are those considered short bows?
  • 1:10:57
Yes, those would be considered skins.
  • 1:11:08
That's a good question.
  • 1:11:09
Let me check into that actually, because I don't know specifically what you're in reference
  • 1:11:12
to and I would want to make sure I'm giving an accurate answer.
  • 1:11:16
So I will look into what that was.
  • 1:11:19
It's likely that that would be a skin that's applied to a different weapon category.
  • 1:11:23
That's not a crossbow category.
  • 1:11:24
Okay.
  • 1:11:25
I will make a note that Stephen will...
  • 1:11:29
Yes, and then we'll post that answer on the forums or Cody will.
  • 1:11:33
Yeah, that sounds great.
  • 1:11:34
We can post that as a response in the live stream thread.
  • 1:11:39
Is that a thing on the bingo card that Stephen got stumped on a question?
  • 1:11:42
No, but I think derailing is on there.
  • 1:11:45
Oh, okay.
  • 1:11:46
Perfect.
  • 1:11:47
Perfect.
  • 1:11:48
Which you've done.
  • 1:11:49
Did I ever tell you about the time that I fired a crossbow?
  • 1:11:51
Like real IRL?
  • 1:11:52
Yeah.
  • 1:11:53
Yeah.
  • 1:11:54
I've actually pulled.
  • 1:11:55
They're actually very difficult to pull that straight back.
  • 1:11:57
Bows in general are hard to pull back if you've ever-
  • 1:11:59
Oh, one time I was like my initial thing in archery, I think I pulled it back and I shot
  • 1:12:04
the arrow up and it went over the shooting range and I could have sworn I heard somebody
  • 1:12:10
scream, but-
  • 1:12:11
Stephen!
  • 1:12:12
Yeah, that was a...
  • 1:12:13
I'm just kidding.
  • 1:12:15
I was trying to derail so whoever had that bingo card could get it.
  • 1:12:19
Oh, okay.
  • 1:12:20
I got you.
  • 1:12:21
I was just like...
  • 1:12:22
Oh my God, it's scaring me.
  • 1:12:26
Digital Daydream wants to know about player corruption.
  • 1:12:28
Are corrupted players able to enter a freehold's boundaries or access its content?
  • 1:12:34
And if so, what's stopping freeholds from being corrupted players' safe havens?
  • 1:12:38
I actually kind of love this idea where you're on the run and you're like, can I stay in
  • 1:12:43
your house?
  • 1:12:46
So corrupted players can access their freeholds.
  • 1:12:49
Can they access other people's freeholds?
  • 1:12:52
Well freeholds are in the open world so you can move into those freeholds.
  • 1:12:55
The protection area is in the house, but what corrupted players can't do is they cannot
  • 1:13:01
interface with storage nor can they interface with player trading either while corrupt.
  • 1:13:08
So if they had storage items that were on their freehold, they wouldn't have the opportunity
  • 1:13:13
to deposit or withdraw.
  • 1:13:15
All right.
  • 1:13:16
Hopefully that answers the question there.
  • 1:13:18
And then we have Epelove who wants to know about class specific actions.
  • 1:13:23
What kind and how many special or unique activities can we expect classes to perform outside of
  • 1:13:30
combat such as rogues opening locks, tracking enemies as a ranger, or removing corruption
  • 1:13:37
from the ground as a cleric?
  • 1:13:39
Yeah, absolutely.
  • 1:13:41
So that's funny that this question exists because just 30 minutes ago I was talking
  • 1:13:47
about those utility abilities like finding tracks or cleansing poisons, arcane eye to
  • 1:13:53
reveal secret passages.
  • 1:13:56
The idea is how do we blend the traditional tabletop RPG role of utility and or skill
  • 1:14:03
checks into the setting of a graphical MMORPG?
  • 1:14:10
And I think that it's both a compliment of the skill kit that's available and how it
  • 1:14:17
interacts with the world for those curated or special designs within these locations.
  • 1:14:23
So to answer that question, that is intended.
  • 1:14:27
We've shown a little bit of that in the past and it is something that we want to make feel
  • 1:14:31
compelling and rewarding and viable as a use case scenario in many different settings that
  • 1:14:37
you might find yourself in within the world.
  • 1:14:40
And not a question that's on here, but I will add it as a bonus one because the range weapon
  • 1:14:45
one didn't get answered.
  • 1:14:47
But we are moving to 5.1.
  • 1:14:49
I know a lot of people were asking about that.
  • 1:14:51
We're constantly keeping an eye on the latest.
  • 1:14:56
Actually that's been a big endeavor over the course of the last, I would say about six
  • 1:15:00
weeks.
  • 1:15:02
And just to give you guys a bit of context if you're unfamiliar with the game development
  • 1:15:08
process, engine upgrades can be a very taxing process.
  • 1:15:14
It especially becomes so given how many custom changes that a project makes to the engine,
  • 1:15:20
making those merges over can be kind of a bit of a headache.
  • 1:15:25
And we have a great team.
  • 1:15:26
Our networking team has been doing a great job, Zach, has been spearheading that process
  • 1:15:31
for the network changes along with Mitch.
  • 1:15:34
And it took a little bit longer for us to make that move over because we initially started
  • 1:15:39
moving over to 5.1 and then the 5.1.1 update dropped with a lot of great additions from
  • 1:15:45
Epic and we decided to bite the bullet and just take it a step further to 0.1.1.
  • 1:15:51
So I think that actually, Margaret, you would know this, that QA has their hands on that
  • 1:15:57
now.
  • 1:15:58
Yes, today.
  • 1:15:59
So last night we did our build lock, like Steven said, for the last six weeks we've
  • 1:16:03
been working towards this.
  • 1:16:04
The next sprint for that team is going to be focusing on bug fixing.
  • 1:16:09
So yesterday we locked the build.
  • 1:16:12
We got a good dev build that we wanted to use as our basis and then we will be merging
  • 1:16:16
that all up to our dev engine.
  • 1:16:19
And hopefully everything will go well and we'll be able to move things.
  • 1:16:22
We're locked today and then we should be unlocking again on Monday so people can check things
  • 1:16:27
in.
  • 1:16:28
I know designers are like, why?
  • 1:16:31
Just bear with us one day, guys.
  • 1:16:33
And we're doing a lot of testing.
  • 1:16:35
We'll probably have a few bugs throughout the first couple of weeks, but we'll work
  • 1:16:38
out those results.
  • 1:16:39
And just so you guys know that what Margaret's referring to when she says check-ins and locking,
  • 1:16:45
essentially our source control method, utilizing Perforce, is how developers make things and
  • 1:16:52
they submit those things into Perforce.
  • 1:16:55
And right now locking that down means that we're not allowing any additional changes
  • 1:16:59
so that we can solidify that 0.1.1 update.
  • 1:17:03
Otherwise you're merging into stuff that's not exactly the same and it can cause other
  • 1:17:07
issues.
  • 1:17:08
So we just want to make sure that we're...
  • 1:17:10
We know what the basis is and then as we merge in, we'll be okay.
  • 1:17:14
But yeah, the testing, I haven't looked at what the test results have been for that full
  • 1:17:19
regression test yet.
  • 1:17:20
I'll probably see that by the end of today.
  • 1:17:23
And then if everything goes well, Monday we should be rocking and rolling and we'll just
  • 1:17:27
be doing a lot of bug fixing for the next couple of weeks.
  • 1:17:29
I know a lot of artists that are very excited to get their hands on the 0.1.1 update.
  • 1:17:34
Yes.
  • 1:17:35
I think all the departments were getting...
  • 1:17:37
There were things that were blocking them.
  • 1:17:39
I think TechArt was literally knocking down the doors like, what do I got to do?
  • 1:17:45
We had our Intrepid Net stuff and things.
  • 1:17:47
So there was just a lot of things that we were trying to resolve before we pushed that
  • 1:17:51
up.
  • 1:17:52
So we're good now.
  • 1:17:53
We're moving up and we know there's going to be some bugs.
  • 1:17:54
That's a little bit of a studio update by the way.
  • 1:17:56
Yeah, there you go.
  • 1:17:57
That should have been part of the studio update.
  • 1:17:59
There's a lot going on all the time.
  • 1:18:00
So we're constantly working towards things, homies.
  • 1:18:06
But go back to the Q&A here.
  • 1:18:08
We do have a question from Ruchis who wants to know about racial abilities.
  • 1:18:13
Will any of your race or class choices affect your artisan skills?
  • 1:18:20
That is something that is still up in the air a little bit.
  • 1:18:23
We haven't touched too heavily on the racial ability side of things.
  • 1:18:28
It is entirely possible that it might...
  • 1:18:31
The concern there though would be that we want equitability across race types with at
  • 1:18:36
least the benefits that...
  • 1:18:38
Not the benefit types, but at least that you're having some benefits so that when we talk
  • 1:18:43
about a crafter being pigeonholed into a specific type of race that might not align with what
  • 1:18:48
they want to do elsewhere, they aren't forced to do that because of a specific racial ability
  • 1:18:54
that only that race has access to.
  • 1:18:56
So one thing we've talked about in the past is replacing the racial abilities with more
  • 1:19:03
of a background style where you get to select your background regardless of race.
  • 1:19:09
And so those two aren't tied intrinsically, but instead it's like, I'm an orphan who was
  • 1:19:14
raised in the temple, therefore I have this racial trait, right?
  • 1:19:18
I'm an urchin.
  • 1:19:20
Right, exactly.
  • 1:19:21
I think that's probably the direction that we're going to go in.
  • 1:19:26
But yeah, hopefully that answers your question.
  • 1:19:29
Perfect.
  • 1:19:30
And then we've got Halcyon Days who wants to know about the threat meters.
  • 1:19:36
Will there be a threat meter of any kind such as a tank only ability or aura within a certain
  • 1:19:42
range?
  • 1:19:43
Well, I know that this is a highly contentious topic.
  • 1:19:47
There's DPS meter, tank meter.
  • 1:19:50
I know.
  • 1:19:51
I'm going to give you my-
  • 1:19:52
They like meters, Steven.
  • 1:19:53
I'm going to give you my subjective perspective here is that meters, in my opinion, are a
  • 1:20:01
removal from the game immersion.
  • 1:20:08
And what I mean by that isn't necessarily even the fact that having the meter kind of
  • 1:20:13
takes you out of the game per se, but there's a lot of diegetic kind of approach that you
  • 1:20:18
can take that doesn't rely on UI elements like a meter to kind of indicate how you should
  • 1:20:22
do a thing.
  • 1:20:24
And when you're not utilizing those types of meters, you can do different types of strategies
  • 1:20:29
and encounter design, right?
  • 1:20:31
You can have things that can be more subtle and aren't going to be immediately given away
  • 1:20:35
by a meter indicating something.
  • 1:20:38
And that's the type of gameplay that we think that I believe we want to emphasize.
  • 1:20:44
And for that reason, we're not going to be including threat meters.
  • 1:20:49
What we will be including, however, are animation indicators.
  • 1:20:53
We're going to be including ability indicators to kind of show the tank like, hey, I might
  • 1:21:01
be losing aggro here.
  • 1:21:03
Like I am observing in the world these immersive elements that are not tied to any specific
  • 1:21:08
type of UI, but indicate to me that this monster might be moving off to attack somebody else
  • 1:21:13
in a very immediate future.
  • 1:21:15
And now I should be using the abilities that I'm saving to kind of regain that aggro or
  • 1:21:19
to lock them down with a taunt or something, right?
  • 1:21:22
That to me is a bit more representative of the type of gameplay we want to bring in our
  • 1:21:29
encounter design.
  • 1:21:30
And for that reason, that's why we're not including threat meters.
  • 1:21:35
Now that's different than a DPS meter, right?
  • 1:21:37
The DPS meter to me was more about kind of what role DPS meters provide in online communities
  • 1:21:43
that I've noticed in the past, my experiences.
  • 1:21:46
They can be a bit toxic.
  • 1:21:47
They can be a bit exclusive, exclusionary, excuse me.
  • 1:21:52
And that's why we don't want the DPS meters.
  • 1:21:54
The threat meters says we want to indicate threat.
  • 1:21:57
We want to tell you, hey, you might be losing threat.
  • 1:22:00
We just don't want to do that through a meter.
  • 1:22:03
All right.
  • 1:22:04
And our next question is from Armored Cell.
  • 1:22:07
And it's about making friends.
  • 1:22:09
Will all creatures be hostile?
  • 1:22:11
And if not, could I, for example, give gifts to goblins to try and make them more friendly
  • 1:22:16
to me?
  • 1:22:18
Not all creatures will be hostile.
  • 1:22:21
I think we've talked about this a little bit in the past when talking about like taming
  • 1:22:26
and or certain types of like creature gatherable resources.
  • 1:22:31
There are herds that exist out there.
  • 1:22:33
There are big game that exist out there where they're not going to aggro and attack you
  • 1:22:38
per se.
  • 1:22:40
Also lower level monsters and certain type of like social monsters may not attack you
  • 1:22:45
off the bat.
  • 1:22:46
So not every creature is aggro.
  • 1:22:49
We toyed with the idea early on of having kind of faction based reputation that could
  • 1:22:55
change that dynamic between you and certain NPC factions.
  • 1:23:00
While that exists in the non monster NPCs that live within nodes in our merchant guilds
  • 1:23:07
or whatever, we haven't extended that out to the monster population.
  • 1:23:12
And I don't know that we will in the first iteration or the first in the initial launch
  • 1:23:17
for Ashes of Creation.
  • 1:23:18
That might be something that we delegate to a future patch.
  • 1:23:21
I'm not opposed to the idea.
  • 1:23:22
I think it's a cool idea.
  • 1:23:23
I think it's interesting.
  • 1:23:24
I think it can be compelling and it plays into player agency.
  • 1:23:27
But yeah, not for the first go around.
  • 1:23:32
It's an endeavor.
  • 1:23:33
And then Drunk Ninja wants to know about tanks and boats.
  • 1:23:36
How will tanks hold threat on monsters while on a boat?
  • 1:23:42
That's a good question.
  • 1:23:44
So there's a few ways that you can do that.
  • 1:23:49
One is boats have attachments that live on them.
  • 1:23:54
Those could be potion launchers.
  • 1:23:57
They could be other types of damage dealing attachments.
  • 1:24:02
And users who are on the boat and utilizing those types of attachments will have the damage
  • 1:24:08
assigned as a threat essentially as hate to them.
  • 1:24:12
So if I'm shooting the potion launcher and I shoot a target, the damage I do gets assigned
  • 1:24:16
to me as threat essentially.
  • 1:24:19
But in addition-
  • 1:24:20
Don't get them excited about potion launchers again.
  • 1:24:22
I know.
  • 1:24:23
I know.
  • 1:24:24
Well, I love potion launchers.
  • 1:24:25
Sorry.
  • 1:24:26
I mean, you might have unique ammunition that can be used which amplify that threat.
  • 1:24:31
But that doesn't discount the fact that your skill sets can still be used on boats and
  • 1:24:36
or in water.
  • 1:24:37
So as a tank, I'll have ranges on my taunts and on my hate generation abilities.
  • 1:24:47
And I'm going to be expected to use those rotations in a nautical setting or on land.
  • 1:24:52
So I think that that's acceptable.
  • 1:24:56
And outside of that, I would say it's going to be relatively normal mechanics when it
  • 1:25:00
comes to threat generation and utilizing your skill sets and rotations.
  • 1:25:05
Right.
  • 1:25:06
And then we've got a question here from Nick about detargeting.
  • 1:25:11
Will there be detargeting abilities in Ashes of Creation?
  • 1:25:14
Yes, there will be detargeting abilities in Ashes of Creation.
  • 1:25:19
I think that one of the main applications for the ability to kind of detarget, excuse
  • 1:25:26
me, in my opinion, there's two types of detargeting.
  • 1:25:30
There's the ability to remove hate or aggro from myself, which might transit an enemy
  • 1:25:38
target or pacify them.
  • 1:25:42
But then in addition, if we think about PvP settings and the role of taunt or hate, a
  • 1:25:50
lot of times for tanks in the MMOs that I've played, where you have a PvE and PvP scenario,
  • 1:26:00
those types of hate generation abilities don't really have cross application into the PvP
  • 1:26:03
realm.
  • 1:26:04
And that can feel kind of bad because typically a tank build out can be delegated around how
  • 1:26:11
I generate hate.
  • 1:26:13
And if it has no cross application into PvP, then effectively you're creating a class composition
  • 1:26:17
that just is not relevant in half of the game or in that area of the game.
  • 1:26:23
So when we talk about how we're going to apply hate to player targets or taunt to player
  • 1:26:29
targets, sometimes that can move into the realm of target switching or the ability to
  • 1:26:35
demand that target on the tank in a PvP scenario as well.
  • 1:26:40
It's something that we need to get player feedback on because there's a lot of strong
  • 1:26:44
emotions around that type of mechanic.
  • 1:26:47
I for one am a big proponent of that.
  • 1:26:50
I think it's interesting.
  • 1:26:51
I think that it plays into the role of the tank and that it hits a class fantasy that
  • 1:26:57
most tank players want to feel.
  • 1:27:00
And I think, however, on the flip side of that, it is a source of control.
  • 1:27:04
And anytime you're under the effects of some source of control, it's going to be a feel
  • 1:27:07
bad moment for the target that's being controlled.
  • 1:27:10
So that's why I think it generates a lot of feelings on both sides of the aisle there.
  • 1:27:15
But yeah, you should guys should opine on that.
  • 1:27:17
Give us your thoughts, how you feel about those types of mechanics.
  • 1:27:21
All right.
  • 1:27:22
And then we've got a question about the summoner from The Pepper.
  • 1:27:27
How will the summoner interact with threat management?
  • 1:27:30
For example, would each summon have their own threat level?
  • 1:27:34
Yeah.
  • 1:27:36
So that's a very good question.
  • 1:27:37
So summons exist within a kind of mini trinity in the sense that I can summon certain types
  • 1:27:47
of pets that excel either as DPS, as support, or as a tank, essentially.
  • 1:27:53
And the ones that serve the role of the tank, they will have their own taunt and hate generation
  • 1:27:58
ability rotations as well.
  • 1:28:00
That's the role of the summoner.
  • 1:28:02
That's what's fun about a summoner in my opinion.
  • 1:28:04
But in addition to that, there will be other mechanisms that are available for the summoner
  • 1:28:09
themselves that don't live on the pet.
  • 1:28:12
Some of those things might be the ability to transfer pain, which is essentially if
  • 1:28:16
the summoner takes damage, then the summon takes a portion of that damage.
  • 1:28:21
The same might be true for hate.
  • 1:28:23
If the summoner takes hate, they can transfer a portion of that hate over to the summon
  • 1:28:27
as well.
  • 1:28:28
And then in addition to that, shit, I lost my train of thought.
  • 1:28:35
Excuse me.
  • 1:28:36
Shoot.
  • 1:28:37
I lost my train of thought.
  • 1:28:38
I don't know where I was going with that one.
  • 1:28:41
It was a long night last night.
  • 1:28:42
I think I went to bed at about 4 a.m.
  • 1:28:44
Oh, my gosh.
  • 1:28:45
I know.
  • 1:28:46
Some people were saying you look kind of tired and that makes sense.
  • 1:28:49
I'm sorry.
  • 1:28:50
So I don't come to Vegas too often.
  • 1:28:54
I came and I do like to play poker.
  • 1:28:57
And I was playing poker.
  • 1:28:58
My last meeting ended last night at like 1130 and I was walking past the poker room and
  • 1:29:03
I was like, oh, there's like some poker games.
  • 1:29:05
I'm going to go try poker.
  • 1:29:06
And I ended up staying there till like four in the morning.
  • 1:29:08
I like craps.
  • 1:29:09
Oh, really?
  • 1:29:10
Yeah.
  • 1:29:11
Sorry to dice this, but it gets a little hectic sometimes at those tables.
  • 1:29:14
Sorry.
  • 1:29:15
Anyways, where I was going with the summoner.
  • 1:29:17
Summoner.
  • 1:29:18
There's different depending on the type of some pet.
  • 1:29:21
Yeah, depending on the type of summon, you'll have access to those types of abilities.
  • 1:29:24
So yes, that is intended as a mechanic for the summons.
  • 1:29:27
Okay.
  • 1:29:28
Hopefully that answered your question.
  • 1:29:31
Basically I think the main thing was which each summon have their own threat level versus
  • 1:29:36
like me as a summoner having like no, the the summon will have its own hate.
  • 1:29:42
Yeah.
  • 1:29:43
There you go.
  • 1:29:44
Yeah, that's the answer.
  • 1:29:45
And as I was wondering about death in war.
  • 1:29:47
And by the way, that's not just for summons.
  • 1:29:50
That's also for combat pets as well, which are agnostic class that those those are considered
  • 1:29:57
its own entity on the hate list.
  • 1:30:00
And this question is, are the death penalties for losing to guild war opponents in PvP equivalent
  • 1:30:06
to the combatant ones or the non combatant ones or something else altogether?
  • 1:30:10
No.
  • 1:30:11
And I think this stems from because in sieges we stated that you wouldn't drop things the
  • 1:30:16
same way and death penalties wouldn't be the same as in the open world.
  • 1:30:20
Correct.
  • 1:30:21
Yeah, that's correct.
  • 1:30:22
And we have to think about those penalties applied in two different realms.
  • 1:30:29
In a sanctioned event sanctioned, meaning that this is something you have the option
  • 1:30:35
to opt out of.
  • 1:30:37
That's a castle siege.
  • 1:30:38
That's a node siege.
  • 1:30:39
That's a caravan.
  • 1:30:40
That's a guild war.
  • 1:30:41
That's a node war.
  • 1:30:42
Like you can drop your citizenship.
  • 1:30:44
You can drop your guild tag.
  • 1:30:45
You can drop participating in one of those things.
  • 1:30:48
In any of those types of opt in and opt out events, the death penalties do not exist.
  • 1:30:54
These are sanctioned.
  • 1:30:55
They're intended to allow people to engage in PvP.
  • 1:31:01
Now if I die to an NPC while I'm out hunting or if I die to another player through the
  • 1:31:07
flagging system, those are where death penalties come into play.
  • 1:31:14
And that's where dead experience can be earned.
  • 1:31:16
And that's where corruption can be had.
  • 1:31:20
So it's important to kind of separate those two realms.
  • 1:31:23
All right.
  • 1:31:24
And that is our final question.
  • 1:31:27
We are going to wrap things up, but stay around for the end video.
  • 1:31:32
Got a little-
  • 1:31:33
Are we going to sign off with the teaser?
  • 1:31:35
Yeah, sign off with the teaser.
  • 1:31:36
Ooh, okay, cool.
  • 1:31:37
I think that's fun.
  • 1:31:38
What do you think?
  • 1:31:39
Yeah, I think so too.
  • 1:31:40
I think it's fun.
  • 1:31:41
Everybody in chat is like, teaser now!
  • 1:31:42
Teaser, get me the teaser.
  • 1:31:43
All right.
  • 1:31:44
With that, we just want to remind you to check out over on our forums, forums.AshesOfCreation.com.
  • 1:31:52
We'd love for your feedback, especially on the UI stuff that you saw today.
  • 1:31:56
We will have our Songs of the Goddess cosmetic swapping over on March 8th.
  • 1:32:01
We also have a really cool calendar if you want to check that out over on AshesOfCreation.com
  • 1:32:06
slash news.
  • 1:32:08
You can download it and you can have a full year calendar for yourself with some really
  • 1:32:11
cool Ashes of Creation art.
  • 1:32:14
Very lovely art, I would say.
  • 1:32:16
And of course, we want to say thank you to all of you for tuning in and watching.
  • 1:32:19
We really appreciate your support and your continued support following along with our
  • 1:32:23
journey through development.
  • 1:32:25
We know not a lot of companies do this, so sharing our development progress is definitely
  • 1:32:31
a long-term journey.
  • 1:32:33
Making games is not an easy feat as much as people think it may be, and we will launch
  • 1:32:37
when we are ready.
  • 1:32:39
We assure you that our focus is making a great quality game, and we hope that you will have
  • 1:32:43
fun whenever we are able to get your hands on it in Alpha 2.
  • 1:32:47
And we also want to say thank you to Colby for joining us and sharing all the good UI
  • 1:32:51
stuff and his lovely team.
  • 1:32:53
And of course, Steven, thank you for your time.
  • 1:32:55
I know you're very busy, but we appreciate it.
  • 1:32:58
We hope that you all stay safe and healthy.
  • 1:33:00
The VOD will be up on Twitch right away after we are done here, and then we'll also upload
  • 1:33:04
it to our YouTube channel.
  • 1:33:06
And if you leave us a comment on our next development update and you subscribe to our
  • 1:33:11
channel, you may be spotlighted as one of our winners to be spotlighted in our next
  • 1:33:15
dev update next month.
  • 1:33:16
And of course, follow us in all the places, Twitter, Facebook, Instagram, Snapchat, all
  • 1:33:20
the places, we're everywhere.
  • 1:33:21
We constantly are posting almost every day for you guys, so we hope that you enjoy that.
  • 1:33:26
And with that, we hope you enjoy a little teaser of what's to come in our next stream.
  • 1:33:33
Bye guys, enjoy.