00:05So we've finally got to show off Storms.
00:06Yes! Woo!
00:08Which is something we've been waiting to show off for a long time.
00:11So long, yeah.
00:12Something that we've known is coming for a long time.
00:14In terms of our aspirations for Storms, we always wanted them to be something that a crew can kind of
00:19look at.
00:20It's a big physical thing in the world.
00:22You can look at it, you can understand where it is, how big it is.
00:24You can see it moving and you can have a look as a crew and you can decide do we
00:28want to go through this
00:29or do we want to go around it.
00:30So we needed it to feel like really foreboding to give you that sense of whether you want to go
00:34through it or not.
00:35But at the same time, we wanted it to be exciting and exhilarating.
00:38And because the system that we've gone with, like the storm cloud and the whole thing,
00:44it's really trying to sell this idea of vulnerability and exposure.
00:48And that kind of goes beyond just sort of the visual of it's dark and there's big waves.
00:55but it's also all this kind of spray flying at you, flying off the waves, this wind which is, you
01:01know,
01:01constantly blowing at you and you can actually see the wind affecting the direction of the rain.
01:06The sea's raging and they need to kind of battle to get through it.
01:09So we made the waves a lot bigger, didn't we, in the storm.
01:12So you get that real sense of kind of like riding up the waves and crashing down the waves.
01:16But we also wanted to make the way that the ship handled different inside the storm.
01:20So the currents of the storm will drag the wheel around like by itself.
01:24So if you don't have somebody standing on the wheel continually fighting it,
01:27you'll kind of drift off and not be able to go where you want to go.
01:30And even if you are there steering the wheel, you really have to fight.
01:34It's very difficult to go the direction you want to go.
01:37And we added in the ability to have the deck actually get wet as well as part of this, didn't
01:41we?
01:41So the waves are coming over, but the deck actually gets wetter and then it will start to drip below
01:45decks.
01:45I don't know how many people are going to notice this, but it's actually a proper fluid simulation of water
01:51kind of seeping through all the planks on the deck.
01:53You also get a very slow amount of water just filling up.
01:56So after you came out of the storm, there's a little bit of clean up.
01:58You'll have a couple of buckets of water that you'll need to bail out.
02:01Even at the bottom of the ship, you're not going to feel safe.
02:03You can feel it rocking around and all this water sloshing around.
02:07And you can hear it still as well.
02:08Yeah, you can hear it still as well.
02:10You have all the wind and the rain, it's really kind of oppressive atmosphere.
02:14From the tech art side, we've always known that was like a major milestone we were going to hit.
02:20So we've had a lot of the supporting features slowly added in over the course of development.
02:27Like the rain system was one of the very, very first things that we had the rendering team at the
02:34Unreal Engine.
02:35And we've obviously had the whole cloud system with the clouds moving around the world and there were things we'd
02:40added to that.
02:41We built that in a way of knowing, didn't we, that we were going to want storms at some point
02:45in the future.
02:46Like when we had the idea of pressure zones, which would allow you to congregate clouds in a specific area,
02:51but also to push them out and create openings within the cloud cover.
02:55So it really looks churning and angry and just, you know, tumultuous.
03:00It really looks so different from when you're just out on the normal water.
03:02It does, you can tell straight away, can't you, that you're in a storm, there's no doubt about it.
03:06I'm screwed.
03:07Yeah.
03:12Hey, thanks for watching.
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03:25a chance to play the game early.
03:28Don't worry, I'll just wait here.
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