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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