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Talk:2022-10-28 Video - Ashes of Creation Alpha Two Gathering Updates
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- 0:28
hello everyone and welcome to another glorious live stream day I'm super
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excited to be with you guys show you what we've been working on and I have the absolute privilege of being joined
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by two of our Stellar developers helping bring the world of Vera to life for all
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of us one of our glorious designers Mr Corey how are you doing Corey I'm doing great
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super excited to be here excited to have you here I'm excited to to go through with the community and get some awesome
- 1:02
feedback on the changes that have happened since Alpha One Last year to a
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lot of our resource systems to the economy as a whole and I know that you and the other
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designers have been working hard um looking at the feedback that players
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have given from recent games they played and and thinking about how with further
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details along some of our systems like Land Management and how they've influenced some of these changes since Alpha One
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and we are also joined by one of our absolutely phenomenal senior gameplay
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Engineers Mr Alex how you doing buddy I'm doing pretty well excited to be here
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excited to have you as well because of course the magic lives in the code and you have
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done an awesome job in helping design and bring to life the desires that they
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have for this system and we're going to get into I think some fun discussion about what it took to make some of this
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stuff possible so community may already be aware
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um this live stream this demonstration is going to be about our gathering and harvesting
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systems and you know while we are hard at work and getting things ready for Alpha 2
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there have been some um significant changes in the direction
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of how we're approaching General harvestables within the world and we want to be able to to obviously show you
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guys that um I think you know right now we're recording this on on Thursdays this is pre-recorded um tomorrow is live stream
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day I've asked the community team to prepare some of the older references
- 2:50
from Alpha One and what Gathering looked like there and of course you guys knew that that you know in development we're always
- 2:57
showing you guys Works in progress and those Works in progress change over time
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um and now you guys are going to get an opportunity to see um where it's at now you likely just saw
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an example of where it was last year and I think you are going to be
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pleasantly surprised and excited to see some of these changes where do you guys think we should start first Alex Corey
- 3:23
oh I think we should lock down one of those trees uh I think so though okay so my first question Corey
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do I have to pick a specific tree or can I chop down any of these trees
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you can chop down any tree you want just pick one that you like
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and just take that Lumber oh my goodness all right so to that's that is probably
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the first major reveal is that in Ashes of Creation
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we have now expanded the resource Gathering system
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to include a great many of what the world is
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showing you of these resources so when you see a tree you can chop a tree if
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you see a rock you can mine a rock and before we actually chop this tree down I
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want to tell you that I have played a lot of MMOs I played a lot of games
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and I don't think I have ever seen a tree fall
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to this high of a visual Fidelity standard before
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and let me just chop this down and then we can talk about what it took to get here
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all right does this tree look good should we chop this one down has the angle here we're going to get a nice view from this angle okay all right
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let's just chop them
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I love the new UI oh I know and the sound get ready it's happening
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oh my gosh look at the dust kick up look at the canopy of the tree get impacted
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and when it falls wait wait that's not all as it dissolves it comes back and it
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grows and of course we are speeding up this growth stage right Alex
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yeah yeah okay yeah so we're speeding this up now to just to give you guys an idea of how these assets regrow in the
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world and Alex talk to me a little bit about what it took to to get that
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physics-based Collision actually working like that because that was impressive
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oh let me just begin with the amount of visibility reviews we had to go through to in order to achieve this I remember
- 5:50
when I first talked to you about having the canopy get rigged and and actually
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have that physics component I think your your eyes grew like 50 wider
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uh yeah physics is a wild beast it's very hard to tame
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especially in MMOs yeah absolutely so what what exactly did it take to to make
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that that uh that canopy fold like that
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uh well yeah basically what happens is um when you shop down the tree uh we
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swap out uh the static mesh which you see in front of you um to a skeletal mesh which then we simulate physics and
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apply force uh to the direction we want the tree to fall and when the tree falls
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down we have colliders on tree branches that impact the ground and as they did
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parks in ground it also impacts the stem of the tree and making this effect that
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you just saw I mean it looks great I honestly I mean have you guys ever played an MMO with
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that type of of tree visual falling
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I don't no not really definitely not usually just mostly animations or it's
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just converts straight into Lumber and then they just you know just drops yeah what I'm accustomed to is like just
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watching the branches kind of you know intersect through the ground you know after it falls and then it just
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disappears um but of course as you guys know you know in building ashes we're really
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aiming for a very high visual Fidelity bar um and I think this type of system really
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complements that goal it's incredibly immersive um
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and it it feels good now of course this stuff is all a work in progress still right this is uh oh
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this is going to land let's see that physics uh okay that's not bad that's
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pretty good this is what I was telling you about taming the physics yeah exactly
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oh that that felt pretty good now of course um you know there's a there's a lot that
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goes into making a world that's filled with this
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amount of of resources that can be gathered Corey talk to me a little bit about what this change
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um in really widening up the amount of resources and changing those
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classifications to to General resources that are harvestable what does that look like from an economy design perspective
- 8:28
well I mean it allows us to to leverage um some of some of our other systems
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um like uh one of our previous live streams was it was about Seasons right and
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um you know the the changes that could come from Seasons um what could be growing what could be
- 8:46
dropping in this season versus another one right um so uh the
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the the change to have everything that you see uh gatherable kind of uh allows
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us to attach the changes that you see during the seasons to all the gatherables that you see um so the information that you learn
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from season to season and about each each gatherable um will be valuable to you as as a
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gatherer and yeah absolutely and then the other thing
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is you know when we talk about like for example looking at this this rock here I
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don't know what that rock is before I actually complete the Harvest but after
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I complete the Harvest I see that I collected Basalt in the bottom right hand corner talk to me a little bit about kind of
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that decision and what that means yeah totally so so um you know there's a bunch of different
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things in ashes that will be gatherable right we have good plants and trees and rocks and fish and uh that animals and
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creatures that can be tamed right and um you know we're thinking to reach the visual
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Fidelity bar and to have things a little bit more rooted in uh what we know is that um it wouldn't really make sense
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for you to see gold all over the world the same way that you would like you know plant some trees so we wanted to
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get feedback on what players think about um you know some of the different gatherable types having kind of
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different things that you would have to know and expect from them so rocks are a good example of this where you know you
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you can see a rock but until you crack that thing open you don't know if it's full of stone um crystals rubies gold
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um so uh we wanted to try that out with with some of our gatherables to to have
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players have to open this thing up and that's not to say that we players won't stumble on a nice load or vein or geode
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of gold but most of the stuff that they would they would find to the world unless they they look hard enough
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um would require them to crack that Stone open right and of course there are
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additional systems some that we haven't really gone into too much detail on but
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um as an example surveying play can play a key role in helping players to
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identify locations of rare resources within an
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area is that correct yeah definitely talk to me a little bit about surveying
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yeah so surveying um is a way that players can um check out an area for for resources
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um so players can learn where resources are that are that are static and that
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grow back in the same location but we'll also have resources and Ashes that can
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spawn anywhere so surveying will help players locate those those resources so
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if they're looking for something specific they can hunt them down surveying will also allow players to
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uncover hidden resources that players wouldn't be able to see with their with their naked eye
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another thing that a surveying would provide is some of the information that we're talking about before right
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um like for instance um if you survey uh and inside of your your survey area there's you know plants
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um you might learn when that plant uh what season that plant likes to grow it um you might learn uh whether it likes
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to be watered during the winter versus how it likes to be watered in the summer uh you might see I see that this the
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interior of this rock now has ore in it uh yeah see you found one with some uh
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with some iron so not all those rocks are are just you know slabs of assault you might might find some iron maybe
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some gold maybe some copper we'll see oh that is super cool uh this one was also iron very nice
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it looks like you found a little little iron deposit there and so so when players interact with the Survey System
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talk to me a little bit about what that interaction looks like what exactly does
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the survey gameplay layer feel like
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yeah so um you'd work with a surveying tool and you set the the surveying tool
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down and that tool would have a a specific area um in which it it's able to uncover and
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extract information about the resources that are in the area um so you know as as a starting out
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gatherer you might end up with one of the tools right but as you as you progress and become
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more proficient with using the tool you might be able to set up additional pylons and extend the uh the area of
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your survey um right and so that allows you to start
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kind of making shapes and having more strategic areas that you're that you're surveying right if you could connect
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multiple pylons to create a shape you know maybe you could follow the uh the
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um the twisting caverns of the cave uh maybe if you're out in the open like we are here you could just try and make
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yourself a a nice wide widen shape to uh scan as much of the area as possible so
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it'll be it'll be up to the player to um to be tricky with their surveying tool to try and get the most uh
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efficiency out of their survey okay I would like to to point out one thing is
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that um are these Apple bushes I'm collecting apples and they're like
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from a bush they are they are from a bush that is awesome
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dude hey this is a Vera I know this is this is Vera there are apples that grow
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on bushes uh so this the Survey System I think is one that's really cool because it also
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all is a part of this kind of cohesive
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um Land Management System right um is that resources spawn at a set rate
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and that rate can be influenced by how other players are interfacing with the
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resource system within a given area and if there is a high traffic and a high
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volume of interaction that is yielding um these General resources or more
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specific and bespoke resources then that can have a deleterious effect on the
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Land Management score of the area and how does that affect the resource spawn
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yeah it could be could be positive or negative or or both uh simultaneously so
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um the the land house value right turns um ties into the health of a specific
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ecosystem and the ecosystem can kind of scale with uh different different segment sizes of the world
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um or the world itself a biome maybe a maybe a node maybe the a player's Freehold
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um and the the things that a player does um uh in those areas will contribute to to Health in a positive or negative way
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so you know doing something like rotating your crops might increase the the health of the
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land because that's considered something good to do um and maybe apprehending
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um or removing poachers that are over hunting a a certain species could be
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helpful to the health of the land uh baby um you know the mayor puts out a request
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for players to try and get rid of invasive species that are plants maybe they're maybe they're overgrowing weed
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and it's um it's stopping other um valuable plants from growing yes
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and uh um yeah so so you know every every
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action would feed into to a positive thing in in one area for for the health
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of the land but it could also have repercussions in another right if a few over hunt Predators
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um the prey have no uh have no um uh Predators but
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um picking them off so the spawn rates of those uh you know those rabbits that
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the Wolves usually take care of could could go up um and maybe if you over hunt the
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rabbits uh the the Wolves want to find another place to go so um the the ecosystem health and land
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Health System allows us to really root players into the world and learn about their surroundings learn learn about uh
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what um repercussions their their actions have and work together to work within
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and manipulate that system all right are you telling me if my Land Management is poor and I cut down all
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the trees my land would just be bearing for like long periods of time yeah I could definitely extend the
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amount of time um that it would take for what you want to grow to grow back oh that's cool that is pretty cool and
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that is another component of how player activity
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or actions within the world have a visible and systemic effect
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on that world's economy and that helps to simulate the ebb and flow of supply
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chains of the prevalence in the locality
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of certain resources being depleted and having extended
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periods of time where the players go without that and that can spur the need
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for transiting materials across the world right exactly exactly
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that is pretty cool so are you saying I'm gonna have to travel to other notes and steal their Lumber
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well now that's a decision you need to make you need any help with that you can
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recruit me so I see here that um we have a particular type of flower
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that I believe only spawns in winter is that right yeah totally this is this is the gloomy
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Pro Set it's a beautiful flower but it can only be found uh in winter oh the next I love the uh I love I love
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the uh the effect that it just that flower just got wrecked yeah that sickle's doing work I know let me see if
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we can watch that flower regrow here does it regrow flower of course yes definitely should
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are you coming back Little Flower oh there it is I've we found it oh and it's in a bulb State I can't interact with it
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yet that is so cool it's not ready you want the petals so oh yeah and then actually to add to this each state has
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its own physics profile like it's so trees like you sell the um flowers right here and some profiles
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might not have any collision and some might have so for example as for trees sapling stage requires no Collision but
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the young stage will have a collision which no longer can uh you know go through oh that is pretty cool now
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um I mean sorry Slurpee is his gamertag uh Alex talk to
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me a little bit about um what you had to do to kind of make all of this
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performant right when you're when you're creating an environment with
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so many of these terrain actors these foliage actors being interactable that can have some
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potential performance issues how did you go about addressing that yeah you're correct uh this is a very
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difficult task and luckily for us in real four and real five provide tools for environment artists called foliage
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tool where you can just paint like trees paint flowers paint uh you know rocks
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like everything you see and it's very very performant because um you know artists paid thousands of
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them right and to make the world very immersive to make world like you know believable uh so what we've done is we
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uh basically use the same system and introduced a few States and the main
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point of that was to make it as seamless as possible for environment art to place
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those assets in the world and design being able to modify those uh data
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points to make it transitions between states that's pretty cool and you know
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obviously when you have potentially hundreds of different players that might
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be within close proximity uh as you and they're all in this environment
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interacting with those different elements of the terrain those different resources and gatherables this
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is a nice way for us to ensure that performance is is still good
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um correct I think the biggest uh thing would be here also networking is being
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able to uh have as less data as possible to uh send to the clients so it's more
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performant on the server that's cool one other thing I want to talk about is um
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is you will see here and I want to show you guys this that when you chop down
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this tree previously you had seen it kick up dust
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that was relevant for the season and the area and now what happens when we chop
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this tree down in winter let us see I hope it doesn't hit the deer oh that
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would be unfortunate I also hope it doesn't hit okay it's working we're good you're good dear don't you worry
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it kicks up snow what is that is that a sandal is that a sandal
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scarecrow it looks like it oh it's a sandal scarecrow up and we're in the face
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I think there was a collision of a skeleton mesh that's right that was cool this is awesome oh I love that that is
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so cool little sandal scarecrow oh and it's growing back yeah that is that is super cool
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um so there are really two main points of player feedback from this demonstration
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that I want you guys in the community to think about um when you are talking about what you
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saw today the first one is how do you guys feel
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about the change that is incorporating a much higher amount of gatherable
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gatherables in the environment right now obviously like I said these are General
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resources that are primarily geared towards construction and development of
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nodes the transit of materials across the world through Caravans
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repairs and then they are General resources uh that are used in a
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um uh in a uh much more foundational way of creating higher tier mats that then
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get used in recipes as well but how do you guys feel about that broadening of
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the resource resources available out in the wild and then the second
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thing that we want to get feedback on what was the second thing we wanted to get feedback on
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the uh the visual Fidelity that we're trying to reach oh right yes the visual
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Fidelity how do you guys feel about the visual Fidelity um of these trees and the Rocks
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um that are oh my gosh this one is going to take a while get ready that's a big
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tree it's a Timber oh my gosh now of course there are some
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things that we that you guys are not seeing here because they're not yet implemented but professions will of
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course um introduce layers of accessibility based on the type of resource the size
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of particular resources isn't that right Corey yeah definitely yeah um your progression
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within the the profession we'll uh we'll take account what tools you can use
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um there might even be some opportunity to uh do some gathering with other players uh that you know typically in
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other games that I play do you usually do the the Gathering alone you're venturing around alone and we wanted to
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uh take a look at maybe having a friend to help you with a true person saw on a larger tree
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um maybe there's uh some panning that you could do as opposed to just hitting
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uh or with the pickaxe so we'll have other tools that are part of that progression path and then other
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activities that uh players can do if they would like to gather together that is pretty cool and then on top of
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that progression within your profession can also um speed up the Gathering times that you
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have um and another important note is that like as these resources reach different
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stages of their maturity in coming back right you see that plant kind of um growing back
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you could potentially access the resources at earlier stages as well by
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having high advancement within a certain profession is that correct yeah exactly
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um the speed the the time at which you're able to access them maybe the the amount that the thing yields will all
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kind of tie into your your expertise at that uh individual Gathering profession and also the uh the um
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uh things that you're using to do the Gathering oh can I highlight one additional thing yeah I love I love the
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new UI for interaction yeah thank you thank you so much to Colby and Natalie and Jeff and all the UI team and I'll
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take this opportunity to thank engineering and and art at Tech art too like you know Stephen had mentioned
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um that we came with the crazy idea of reaching this visual Fidelity bar and being Mia's being a gathering player
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myself like I spend a whole lot of time um exploring the world and doing
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Gathering and it means a whole lot to me that that it looks good that it feels good and Roots me in the world right
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when players spend hundreds or thousands of hours exploring around and you know each time they interact with these
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things over and over again they just you know disappear or um you know there's there's not the
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level of touch that we're trying to put on here um it doesn't feel quite right so the fact that everyone kind of rallied
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together to to offer something like this like absolutely but it just makes me super excited to play the game I want to
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play the game I know we all want to play the game let us in Stephen
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you guys are the guts of it come on now um okay
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there is one other um one other thing I want to talk about is
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um also how you guys feel about the interaction of surveying with revealing
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resources within the world and without that element for example what we showed you today
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with mining you may not know what you're gonna get until you complete that
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harvesting action um how are you guys feeling about that we think that it creates an interesting
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dynamic between utilizing resources necessary to initiate that surveying sequence
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and what it represents for players as they choose to spend their time and or
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uh the meaningful choice they might make in moving to a particular area based on
- 29:04
what resources are available in that location and discovering that through the surveying system that's another point of feedback that we
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want to collect uh from you guys so with that being said um are there anything else that you guys
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want to chat about before we close off I think we covered it all just uh thanks
- 29:23
for including me in the chat appreciate it thank you can't wait to hear everyone's feedback super super excited
- 29:29
it's gonna yeah this was fun this was lots of fun thank you for advice absolutely I think it's going to be a
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lot of fun to watch players interact with the new Gathering systems um as people get to
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um you know see how surveying and Land Management um accompany a player actions within the
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world so with that being said guys we did want to give you this update on where Gathering has come to now both
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from a visual bar as well as give a little bit of insight to the new systems like surveying and Land Management and
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we want you to chew on that we want you to think about that and give us your feedback uh both in the YouTube video on
- 30:04
Twitch honor Forums on Discord all the places we of course appreciate that and it is a
- 30:11
very important step um in in bringing you guys Alpha 2 and ultimately Ashes of Creation so with
- 30:17
that being said Thank you guys hope you enjoyed and we will see you back on stream
- 30:23
bye-bye bye [Music]