Apariencia racial

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The races in Ashes of Creation are primarily humanoid in appearance. This was mainly driven from a lore perspective as well as savings in animation and character design.[9]

I didn't feel that it was necessary to recreate the wheel on races from a fantasy perspective. I'm not sure how much that would add to the flavor of the game. Obviously I think that we're capable of doing unique things within the cultures and I think we are doing that specifically, like an islander dwarf race. I mean that really hasn't been seen before. Or a stargazing noble Vek looking race: Those things are still unique and they still bring innovation to the idea of what these races can be, but at the same time there's a familiarity there that players can feel comfortable with in the traditional fantasy setting.[10]Steven Sharif

Estilo artístico

Ashes of Creation tendrá una mayor fidelidad gráfica que la mayoría de los juegos occidentales. No será demasiado estilizado ni "caricaturesco".[11]

We can push the limits a little bit on the graphical fidelity, especially using Unreal Engine 4... My desire was not to see very cartoony games. I'm not a big fan of highly stylized art.[11]Steven Sharif

It's not to say that people can't do steampunk well. I've enjoyed some steampunk stuff. I'm a very high fantasy oriented type of storyteller; and the inspiration for Ashes obviously comes from my pathfinder campaigns that I ran long ago; and those are always set in a high fantasy world. So it just compromises what I believe is the perspective of the storytelling in the environment.[12]Steven Sharif
We do not use AI for production, except in unique internal cases when communicating fast reference material.[13]Steven Sharif

Artistic influences on the races

Las razas de los personajes son muy importantes. Estas son las decisiones que tomamos al principio de nuestra aventura en un MMORPG: La raza no solo se alinea mecánicamente con nuestras decisiones. Estas razas tienen mecánicas de juego detrás de ellas desde un punto de vista de estadísticas, además de visual, cultural e históricamente. ¿Cuáles son? ¿Qué representan estas razas? Así pues es importante que sean distintos. Todo el mundo ha visto juegos de fantasía con Elfos, Humanos y Orcos; casi hay una expectativa establecida detrás de lo que cada una de estas razas de tradicionales en la fantasía representan; y existe un riesgo, porque cuando estar creando una nueva IP o un nueva historia o mundo en un nuevo universo, un reino en donde las cosas no tienen que seguir la norma establecida, te puedes comtar ciertas libertades creativas para redefinir ciertos aspectos de una raza en particular; y eso puede ser algo bueno, porque es algo nuevo para los jugadores. Es algo único dentro del mundo que estamos construyendo y del entorno que tienes. Por lo tanto, lo que queríamos hacer era impulsar un poco más como se verían los Py´rai desde una perspectiva visual.[14]Steven Sharif

Los Kaelar tienen influencias Europeas.[18]

Los Vaelune tienen una influencia de Oriente Medio.[22]

Los Vek están influenciados por las culturas mesoamericanas.[22]

Los jugadores verán las distintas influencias de las culturas del mundo real reflejadas en las distintas razas del juego: No sólo influencias europeas, africanas o mesoamericanas. Estas culturas estarán presentes en muchas de las razas.[23]Steven Sharif

La idea es encontrar un componente base en el mundo real y tomarlo como punto de partida. A partir de ahí empiezas a fantasear y construir.[15]Steven Sharif

Character racial appearance

Facial adjustments in the Alpha-2 character creator (first pass).[24]

There is a great variation that's going to be available from a character standpoint when creating your character, especially around the face. Whether it be the shape of the jawline, the cheeks, the ears, the nose, the lips. You know we want to provide a lot of options and an agency to the player to customize their character appearance.[25]Steven Sharif

El aspecto del persoanje puede ser personalizada en el creador de personajes (CC)[27] y dentro del propio juego en las peluquerías/barberías.[28][29]

We want there to be a lot of room for people to manifest their own identity, to role play how they want to from an appearance standpoint. There's going to be parameters within which you will be able to customize a character. We want the culture and the identity of the races to exist in a range that makes them easily identifiable from other players and other cultures. So, because of that, we have to have a spectrum you can exist on. There will be a lot of hair variants you can do, body art tattoos that you can apply. You'll be able to play with the scales of the facial structure, the bones, the height, width, the body fat percentage. You'll be able to add body hair on different parts of the body. If you want to have hair on your feet, you can dial that up.[30]Steven Sharif
  • Los modelos de los personajes están pensado para ser realistas.[31]
  • El jugador verá un personaje genérico antes de poder empezar la personalización..[32]
  • Los diseños de los personajes tendrán influencias de una gran variedad de culturas como la europea, africana y asiática.[33]
  • No habrá Lolis en el juego.[34][35]
  • Las barras de desplazamiento junto a otros controles, como paletas de colores, ofrecerán una cierta flexibilidad en la personalización; pero habrá ciertas limitaciones basadas en la raza, género, y las pautas artísticas que los desarrolladores decidan.[36][37][34][38][39]
There's going to be constraints to the sliders, so that was one of those big questions as work began on the character creator: How much agency do you want to allow pulling like the lower lip all the way down in this weird deformed look, or having like [an] offset cheek that's just asymmetrical to the side of the face. There's not going to be the ability or agency to create those types of weird character things. However you will have the ability to move, slide, change, grow, decrease all those components, but they'll be kept in a more reasonable and presented way in the same sense you won't be able to change the appearance of the dwarven, nor the Dünir or the Niküan races to, in my opinion, create what would be traditionally considered a Loli character.[34]Steven Sharif

Aelan appearance

Los Vaelune tienen influencia Jinn en su linaje, que se manifiesta como una grieta de esencia en su piel trás haber atravesado los portales divinos.[7]

The Vaelune have an interesting lineage and there is some influence there that when the Vaelune step through the portal, some portions of their body begin to exhibit this almost essence-like rupture in the skin; and you guys are going to see some examples of that in the future; and it is a bit of some Jinn influence in their lineage as a race that sets them apart from their Kaelar counterparts.[7]Steven Sharif

Apariencia de los enanos Dünir

El vello facial es una característica de los Dünir, no de los Niküa.[30]

  • La barba de las mujeres Dünir serán diferentes a los hombres. Será algo más trenzada y no tan voluminosa[30]
  • El vello corporal será también una opción de la personalización del personaje para las mujeres Dünir.[41]
  • Los desarroladores actualizaron el diseño de los enanos Dünir para que tuvieran una apariencia mas tradicional (dentro de la fantasía) basado en el feedback del Alpha-1.[42][43]

Los enanos Niküa tienen una apariencia de "medianos".[42][43]

Pyrian appearance

Py'rai male in-game footage.[44]

From a character customization standpoint, these will be adjustable: Their length, their size, their width, their color, whether or not they'll have features like flowers that can bloom on the actual antlers, if they have buds, how do those antlers interact with climates as you move into them, do they bloom?[45]Steven Sharif

All Py'rai will have antlers, but their length, size, width, color, and other components can be adjusted via the character creator.[45][46]

  • The horns are a unique feature of the Py'Rai, but it may be possible to remove them.[47]
  • Py'rai will be capable of having brown skin.[48]

Ren'Kai Appearance

Ren'Kai are large and 'buff' in appearance.[51][52]

Vek are "goblinesque" in appearance and have a somewhat "contorted" stature.[50][52]

Apariencia Tulnar

Tulnar character model concept art of the three base influences.[55]

There's a number of minor races and major races that all sought refuge within the Underrealm and we talked about how this particular player character race was going to have a pretty unique approach when it comes to character customization because with that background there comes different species influence in the race itself and we want players to be able to dial up or down those influences as they see fit between the humanoid, the simian or mammalian, and the reptilian influences; and as you dial those things up, your base body- if it exceeds a certain percentage threshold- will assume the form and stance of one of three primary types of influences that exist for the Tulnar. And now what you're going to see is those three distinct influences and you can be of course a hundred percent in one if you wish and you'll be very similar to what you're going to see here from the concepts; or you can mix-and-match and you can blend between the different influences.[56]Steven Sharif

La raza de los Tulnar no tienen subtipos. En su lugar, los jugadores podrán cambiar mucho la apariencia de su personaje en base a las tres "influencias"; o crearle en base a una mezcla de estas tres:[56][57][58][59][60][61]

Las razas tienen una apariencia sobretodo humanoide.[9]

  • Hay componentes felinos y animales que pueden ser customizados cuando se crea un personaje Tulnar; pero los Tulnar no son lo mismo que los furries.[34][58]
  • Los Tulnar tipo Catgirl y Loli no podrán ser creados.[34]
Tulnar do not equal furries, but there are definitely some bestial components that you can scale up when you're creating your Tulnar character, so you could max that setting I guess. Whether or not that would give you what you would think of as a furry, I guess it's going to be up to your interpretation of what a Furry is.[58]Steven Sharif
Q: Will character creator allow us to make Tulnar that might look somewhat like Kobolds from Pathfinder or DnD?
A: I wouldn't say exactly, but there's definitely elements of Kobolds that you could incorporate in a character creator with the Tulnar, yes.[63]Steven Sharif
info-orange.pngParte de la siguiente información no ha sido confirmada recientemente por los desarrolladores y es posible que no esté en la hoja de ruta de desarrollo actual.
  • Los Tulnar mamíferos podrán tener rasgos como hocicos, pelaje o rodillas invertidas.[64]
  • Los Tulnar reptilianos pueden tener ojos más circulares, así como cambiar la forma de su cabeza o la piel escamosa.[64]

Weapon and armor appearance

Apariencia según raza de la Armadura en la Alpha-1.[65]

Violet light y yo estamos usando exactamente la misma armadura: mismas estadísticas, todo igual, pero si le cae a ella tiene una apariencia y si me cae a mi tiene otra; y... una pequeña parte es por el género, pero la otra parte es la raza. Por lo tanto, debido que era un Vaelune en esa partida, mi armadura es del estilo de Vaelune; y cuando ella la cogió era de estilo élfico, porque era una elfa. Así que eso te da un ejemplo de la variedad de looks que estamos buscando y como tratamos de capturar quién eres como personaje y te permite construir tu look de esa manera..[66]Jeffrey Bard

Las armas y armaduras no están bloqueadas por raza, pero la armadura cambiará en función de la apariencia de la raza.[68][69][70]

La personalización del equipo en funciónd e la raza se centra en las armaduras, no en los accesorios o armas. Los modelos visuales de las armas y accesorios serán muy parecidos sino iguales entre todas las razas[71]Steven Sharif

La personalización del equipo por raza está más concentrado en los sets de armaduras más que en las armas. Las armas, desde el punto de vista de los modelos de juego, serán prácticamente iguales entre las razas.[71]Steven Sharif

Digamos que, por ejemplo, posees el set Águila o algo parecido: El set Águila tiene un arte y un tema de diseño que incluirán ciertos complementos en la armadura. Esto incluirá una paleta de colores y un tema. Tendrá ciertos aspectos que lo definen como el set Águila. Sin embargo, cuando un elfo o un orco se pongan este set, obviamente tienes dos culturas muy distintas y no queremos pisotear esa cultura asignándole un aspecto de facto: "Este es el set Águila y así es como se ve para todos". Nosotros queremos que las influencias culturales jueguen un rol en cómo se ve el set.[71]Steven Sharif

Cuando preguntan "¿qué pasa si soy un orco pero quiero verme como un elfo y que mi set Águila tenga representación élfica?" Bueno, ahí el problema es que los orcos tienen un modelo orgánico diferente. Sus cuerpos son diferentes a los de los elfos. Entonces, desde un punto de vista de alcance, es una cosa añadir las diferentes influencias culturales a una armadura; y otra distinta es adaptar cada influencia para que pueda ser utilizada de forma universal. Desde una perspectiva de trabajo, es una tarea muy difícil de tomar para los artistas de personaje. Así que en vez de eso, nos decidimos por nuestro enfoque actual, con el fin de facilitar cierta variedad de representación cultural entre las razas, a la vez que permitimos que compartan distintos bienes como las armaduras, a las cuales les dimos representaciones distintivas de cada raza.[73]Steven Sharif

Ashes of Creation Apocalypse modular armor

Kaelar base level Ashes of Creation Apocalypse robe set.

You can start to see like some of the components that we put together that we can mix and match and make new armors from. This is the base chassis for all of that.[74]Jeffrey Bard

Your base look for the character can be pretty boring, but what Steven gave us a challenge with from day one was to make sure even the base look, the t-shirt and pants, looked amazing... This is your zero character, if you will... Then you can go in and customize everything from the shoulder pads to the elbow pads, the belt that goes around them; do you want duel belts, you want to harness the clothes in the front. So every piece you see on here you can actually customize that at the front end. So what we do is we scale that up from zero, ten and twenty... We scale it up and we customize it; and then I want to really stress that each one of those looks as you progress is different. We're not just repurposing the same armor pieces. We're making unique sets that complement each other as you progress.[74]Mat Broome

Ashes of Creation Apocalypse will have three different armor themes: Plate, leather and robe.[75]

You can actually have three different types of themes: You have plate, you'll have leather and you'll have robe. So for every armor set that we're showing at each one of those tiers, you're actually gonna have nine unique looks to pick from.[75]Mat Broome

Racial skins

Racial skins are cosmetics that enable a player to change their character's racial appearance.[76][77][78][79]

  • Racial skins transform the appearance of the character to that skin. The original racial appearance of the character is entirely replaced.[76]
  • There are plans to create other racial skins.[83]
  • Some potential future ideas include undead and werewolf (lycan) skins.[84]
  • Racial skins can be toggled on and off.[79]
You're changing your race over to that, which means that you won't look uniquely different if you were a Vek angel or a Human angel.[76]Steven Sharif

Racial influence on node development

Racial architecture of the same Aldea (fase 3) node on different servers. Dünir Dwarven influence (top). Kaelar Human influence (bottom). Alpha-1 No NDA captura de pantalla.

The layout and architecture within a Node’s development area are determined by influential race. For example, a stage 3 Node with the majority of player contribution being Py'rai would have a Py'rai village with Py'rai architecture. Most NPCs would be Py'rai elves, and offer questlines within the Py'rai narrative.[85]Margaret Krohn

Each player’s contributed experience is flagged with their character race and other identifiers. When a Node advances, the race with the highest experience contribution determines the Node’s style and culture. This style and culture change can happen at every Node Stage. For example, if a Node advances to Level 2 - Encampment Stage and 51% of all experience was earned by Ren’Kai players, the Node will be a Level 2 Ren’Kai Node. If that same Node advances to a Level 3 - Village Stage Node, but the Py'Rai contributed 62% of all the experience earned, then the Node will be a Level 3 Py'Rai Node.[86]Margaret Krohn

El diseño de un nodo y su estilo es determinado por varios factores:[87]

Currently the way that the platform system is set up, is it's capable of adjusting the topography of the node's footprint, regardless of the surrounding terrain. So the reason for that is we want to have flexibility in the presentation of the node's layout and how it is essentially both from an aesthetic standpoint as well as a mechanical standpoint with node sieges- how it's constructed and that construction should have the ability to take on a variance of different types of topography. So it shouldn't be dependent on the surrounding area. Now that's not to say that the surrounding area isn't going to have some influence over. So for example... we're experimenting a little bit with the platform tech and putting up a node up against the side of a mountain or on the edge of a cliff or something that has a beautiful vista. Those are things that we're going to test out obviously as we continue to work on the node tool and how that platform system works, but the idea is to have the node independent of the surrounding terrain.[90]Steven Sharif

Some parts are determined by the area it's in. Some parts are determined by the type it is. Some parts are determined by the race it is; and then the rest of it is determined by the mayor.[87]Jeffrey Bard

All nodes whether they're associated with a castle or associated with normal node structure has cultural influences that replicate over to the buildings that are produced and the NPCs that are present.[95]Steven Sharif

  • El resto es determinado por el alcalde del nodo.[87]
    • Debería ser posible completar varios proyectos de construcción en un nodo durante el mes en el que el alcalde ostenta su cargo.[96]
Q: How long would you say it will take players on average to fill slash build up a node completely from wilderness to metropolis?
A: It's one thing to get a node to a certain level: it's another thing to develop the node; and I can't really give you an on-average expectation, because there's a lot of variables at play. There's how many citizens does the node have attracted to it; what's the type of traffic that the node is attracting to it based on things like its tax rates, or the specialization that it chose to spec into, based on the building types it's chosen to build. All of those things are variables that can affect the quote-unquote "average build-out time" of a particular node. So it's difficult to give you an average when there's so many variables along those lines. But the idea is that if there is a particular project that players are interested in in developing based on the node stage, that they would have the ability to complete several of those projects as within a single term of a mayor; and a term of a mayor is one month.[96]Steven Sharif

Monturas raciales

Los Personajes podrán obtener las monturas de raza a través de misiones en las zonas de inicio de cada raza .[97][98]

Each starting area will have a different quest line that will yield a different type of starting mount. But by default you don't just choose human and here you get a horse, so to speak. Because you can be a human in our game and choose to start in a different racial area- at a different Divine Gateway- and as such then you could follow the quest line that gives you the Orc mount.[97]Steven Sharif

Racial influence on caravans

Las caravanas personales (autodirigidas/conducidas por jugadores) son iniciadas por el jugador, quien, esencialmente, "se convierte en la caravana". Las(caravanas navales) podrán ir por tierra o por mar y es el jugador quien las conduce y controla.[99][100]

  • Actualmente, están diseñadas para un solo conductor.[101]
  • Las caravanas personales pueden ser activadas desde cualquier punto del almacén.[102]
  • Las caravanas personales son capaces de transformarse es caravanas navales y viceversa.[99][103]
  • Las caravanas personales tendrán diferentes tamaños y capacidades.[99]
  • Por defecto, las caravanas de los jugadores tendrán una apariencia racial que influye en el tipo de animales que tiran de la caravana.[99]

Racial animations

Alpha-2 work-in-progress combat animations and decals.[104]

The intensity of those weapon trailings; how they scale based on the type of weapon, the level of weapon, that you have; but not just the trailing on the weapon per-se but also the ground decals. Like for this heavy weapon, that first strike you see that decal in the ground is- I love that look- and even on the backswing when I hit the ground behind me, it's causing that decal.[104]Steven Sharif

We really wanted to build the combat system to- like i said earlier- be as physical as possible. So we have it very animation driven. Everything is handled based on a reference of animation as opposed to nebulous timings, which allows it to feel very impactful and very responsive.[105]Keenan Reimer
We're not going to be having I think unique combat animations. However we will have unique non-combat animations, such as your idle, your walk, your run cycle: things that the combat attacks do not have to blend back into.[109]Steven Sharif

Ver además

Referencias

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  103. Transmisión en vivo, 2018-04-8 (AM) (15:46).
  104. 104.0 104.1 Vídeo, 2022-06-30 (20:29).
  105. 105.0 105.1 Vídeo, 2022-06-30 (21:19).
  106. Pódcast, 2021-09-29 (47:57).
  107. Transmisión en vivo, 2020-02-28 (1:10:21).
  108. Transmisión en vivo, 2024-03-29 (1:55:14).
  109. 109.0 109.1 Transmisión en vivo, 2022-06-30 (53:33).
  110. Transmisión en vivo, 2020-12-22 (1:12:56).