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Skyblivion hat sich das extrem ambitionierte Ziel gesetzt, die komplette Welt von The Elder Scrolls 4: Oblivion in der Engine des Nachfolgers Skyrim nachzubauen. Und mit »komplett« meinen wir: alle Städte, alle Quests, alle Fraktionen, alle Geschichten, die ihr im riesigen Kaiserreich erleben könnt.

Eigentlich sollte es 2025 endlich soweit sein, doch dann die Nachricht kurz vor Jahresende: Nein, Skyblivion verschiebt sich doch noch einmal und erscheint nun erst 2026. Insgesamt ist die Mod bereits seit 2018 in Entwicklung. Fans sind das Warten also bereits gewohnt und zeigen auch totales Verständnis für die neueste Verschiebung.
Transkript
00:00Hello everyone, you may know me as RebelsEyes and I'm the project lead on Skyblivion.
00:06Following our roadmap at the start of this year I wanted to give you all an update about where
00:09Skyblivion is in its development cycle and what we have left to finish before its actual release.
00:14In 2023 we set our aims to wrap up development and release it in 2025. Unfortunately as we're
00:20getting closer to the end of this year it pains me to have to announce that our initial goal of
00:24releasing Skyblivion this year is no longer possible. Despite the game being in the best
00:29state it's ever been we still have some last challenges to overcome that are going to
00:33require a little bit more time. This is something we have known for a while but we did not want to
00:37announce a delay without also sharing our current plans and ambitions for the release of the project.
00:42Before we get into the rest of the video I do want to say I appreciate the support over the years
00:46and understand this will come as a disappointment to some of you. However it's not all bad news.
00:51Many parts of the project are in great shape and to be as transparent as possible I would like to run
00:56you through the overall status of Skyblivion and explain what we have achieved so far and what
01:00we need to finish before we can release our game. One of if not the biggest challenge for the project
01:06has always been our world map and luckily this is 100% finished. Because of that we have uploaded a
01:11little treat to our website for all of you. An interactive satellite map which you can use to
01:16take a closer look at our world. We put a lot of hard work into making sure that every region on the
01:21map feels unique and we're very proud and very happy with how it has turned out. This includes all
01:26unique realms and Oblivion Deadlands. All quest dungeons have been completed. We have painfully
01:31remade these locations in our own image to provide a totally unique experience unlike anything you've
01:36seen in Oblivion. This also includes some amazing boss battles and unique quest rewards. We do have a
01:41few unfinished random dungeons left to do but we're mostly finished with this part of the project. The
01:45majority of interiors such as the houses, the shops, the castles, the stables, chapels and inns have
01:51been completed. But we are currently waiting on the 3D assets of the Imperial City to be finished as
01:55many interior locations are located inside this part of the map. We estimate that we will be able to
02:00finish all locations by the end of the year which leaves room for quest finalization at the start of
02:042026. All the major cities have been completed excluding the parts of the Imperial City. A big goal for us has
02:10been to add more character to all the different areas of the game and to further enhance the experience.
02:15of exploring the rich and bustling cities of Cyrodiil. In case you forgot, these are Anvil, Braville,
02:21Bruma, Chadenhall, Coral, Leywin, Skingrad and unfortunately a totally destroyed Gavage,
02:29which does contain its own redesign and very exciting encounters. Finishing the worlds, dungeons and
02:35cities and interiors is well and good but without Navmesh nothing will work as intended. As we finish
02:40areas on the map or interior locations, a Navmesh team has to go over them and put down a grid,
02:45made out of triangles in order for NPCs like people or monsters to move around. Because some parts of
02:50the game remain unfinished, our team was unable to work on all locations. But as we finish up the
02:56remaining areas, they too can be completed. The estimate for completion of quest relevant locations
03:01is Q4 2025 and Navmesh as a whole, including QA, will be wrapped up by Q1 2026. Our 3D department is
03:09mostly out of work, which is a good thing. We managed to finish all the weapons, armors, clothing,
03:14clutter, plants and the majority of our architecture assets, except for the Imperial City. The game
03:19world has the hard work of our 3D artists to thank for looking as good as it does. Weapons,
03:24armors and clothes are a highlight for us as we invested extra time and effort to make sure that
03:29these got redesigned to be unique, cool and beautiful, for you to make your character look
03:33just like you want them to. Since we don't have a lot of new 3D assets coming in anymore,
03:37our implementation department has been working on putting the last low priority assets into the game.
03:42This has been mostly completed at this point. As we are playtesting though, we are finding assets
03:47that need to be animated or replaced with similar counterparts from Skyrim. Currently this is being
03:51tracked as we find them and our goal is to finish these by the end of the year. Implementation of quests
03:56is going somewhat smoothly, but unfinished locations such as the Imperial City are blocking the
04:01department from progressing further. As locations open up, the goal is to finish quests by Q1 2026,
04:08giving us enough time to playtest for a release. In order to clear the way from mechanics and get
04:12all menus running, we have been transitioning to a more Skyrim-like UI design. If time allows,
04:18we will work on a reskin to bring our original designs to life, but for now we need to focus
04:22on functionality first. This allows us to create a solid framework to build upon and make sure that
04:28the UI is consistent and finished first. We estimate that this will be achievable by Q1 2026.
04:34As a relatively new department, the mechanics team is making solid progress overall. Our primary
04:39focus right now is on enhancing the player experience, which requires us to gather feedback
04:44from the team members as they play the game. Once the user interface for the perk menu is
04:48implemented, we plan to invite playtesters to participate in actual playthroughs of the game.
04:52Their insights will help us identify areas that need improvements. We estimate by the end of the
04:57year that most major systems such as alchemy, spells, perks and crafting will be complete,
05:02allowing us enough time to test and iterate. Something we have been working on secretly in
05:06the background is our final fight cinematic between Akatosh and Mayrooms Dagon. There's a
05:11team of professional animators working on this incredible cinematic, but we have run into issues
05:15with this production, as animation takes a long time to produce and we lack the people available to
05:20create and render the final scene. If you or anyone you know has skills in this area, we would
05:26appreciate you applying so we can ensure the cinematic gets the love it deserves. We are
05:30specifically looking for a renderer, a set dresser, a VFX artist and a destruction sim artist. We all
05:36want to release a well-running and well-functioning game. As we move closer to the release date,
05:41the goal will be to spend as much time as possible polishing, balancing and fixing our game for you
05:47guys to finally play. There's no real deadline for this, as I expect we will be working on this until
05:52the day of release. Additionally, as you guys get your hands on Skyblivion and report bugs,
05:57we will surely have more work ahead of us. Some departments work is dependent on others,
06:01which is why we try our best to prioritize finishing the work in the order that is most
06:05relevant to Skyblivion's overall progress. We plan on releasing Skyblivion and supporting it with bug
06:10fixes after its initial release. Additionally, we also have ambitions to add custom content
06:15in the original Oblivion DLCs, like the Shivering Isles and the Knights of the Nine. Some of the
06:20content we have discussed adding after our initial release are spellcrafting, Oblivion-like UI reskins,
06:26dynamic dungeons, grave robbing, more creature variety, followers and hirelings, even more unique
06:32weapons and armors, and more spells, just to name a few. I personally hope that some of you will work
06:38on your own mods for Skyblivion, that we can maybe include in future updates as well.
06:42With this in mind, there are some things that despite our best efforts, we are not going to
06:45be able to ship on release. We had partially working underwater combat, but due to its major
06:50conflicts with animation mods and technical issues with the game, we've decided that Skyblivion will
06:54function as a better experience for players without it. Currently, the system we had just creates too
06:59many risks and conflicts, which is why we decided to cut this feature from the game. Spellcrafting is also
07:04something we showed off some years ago. We had a very talented modder help out with the mechanic,
07:09and he left the project after he finished his work. Unfortunately, due to the way the mod was made,
07:14it broke after a couple of Skyrim updates, and the source code was never shared, making it completely
07:18unusable for us. Both spellcrafting and underwater combat are features we would like to add to the
07:23game at a later date. With all that in mind, we remain hard at work, and I do hope that you will
07:28wait a little longer for Skyblivion. The game is closer than ever, and with the Imperial City being
07:34our last major hurdle, and some more time to polish and complete quests, Skyblivion will finally release
07:39in 2026. We thank you all for your continued support of this ambitious project I started more
07:44than 10 years ago, and I really genuinely cannot wait to get Skyblivion into your hands.
08:14for who can get the correctly.
08:19You can see those tools in the Empire.
08:20It's in 11-12 years ago, the author of the Trips with the Apic Genes.
08:24So have they come on top of this and the author of the Trips?
08:28The Trips with the Trips, the Holy Spirit is a great tool.
08:33And I know what you can use in the Empire.
08:36The Trips with the Trips, the Trips.
08:38The Trips with the Trips with the Trips with the Trips,
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