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Gameplay della versione console di Prison Architect.
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00:00So, today we're going to take a look at a work-in-progress build of the console version for Prison
00:05Architect.
00:06It's going to be released later in 2016 on Xbox One, Xbox 360 and the PlayStation 4.
00:13Now, because of the way in which we record video, we need to tell you that we're actually running this
00:19build on a PC.
00:20So it's exactly the same as the console builds, looks like it, but recording it from a PC.
00:25I feel like I need to do terms and conditions apply.
00:27Right, enough of me, let's crack on.
00:34Double Eleven presents an introversion software title.
00:41Crystal A's Prison Architect, colon, console edition, open bracket, Xbox One Vector, close bracket.
00:52That's brilliant, mate.
00:54Xbox One Vector, eh?
00:56Yeah, because I couldn't say, right, console edition, open brackets, Xbox One edition, right?
01:03Why not?
01:03So I've used language, I've used language that appeals to the geometrician audience.
01:10by calling it a vector, you see?
01:12That's interesting.
01:13That's a nice idea.
01:14I don't know why more people don't hire you for your voicemail for movie trailers, because
01:17I think you've got...
01:18Oh, mate, I get asked all the time.
01:21Really?
01:22Yeah.
01:23I'm, you know, hundreds of things drop in, drop through the letterbox.
01:26Anyway, anyway, anyway.
01:28So, so enough of that, enough of that.
01:30So this is the, this is the console edition of Prison Architects, so a special update video
01:36for us.
01:36And there's me, who you all know, there's Chris, who you all know, and now we've got
01:42a new guy, we've got designer Gaz.
01:45Hello, Gaz.
01:46Hello there.
01:47Hi, Mark and Chris.
01:49How are you?
01:50We're good.
01:51We're good, we're good.
01:52We've been fighting the internet for a long time, and microphones and things, but we're
01:55getting through it.
01:56Now, Gaz is actually in the, in the frozen north of the, of United Kingdom, so how's, how's
02:01the wall looking up there, Gaz?
02:05The view's, the view's pretty good.
02:07The view's good.
02:08Yeah, it's great.
02:10Game of Thrones.
02:10Yeah, it's good, nice bit of weather today.
02:13Good, good, good, good.
02:14Game of Thrones, in two months, are you a fan?
02:17Yes, I am a fan, yeah.
02:18Yeah, it's a shame they're not close together, because I kind of lose track of what's happened
02:22on the last season, so I need to refresh my memory again, but they keep saying the winter's
02:29coming, so maybe finally it will come.
02:32Oh, for fuck's sake, winter's been coming for like eight years.
02:35Hurry up.
02:35Winter has been.
02:36That goddamn writer, he needs to hurry up and spit some more novels out.
02:39Oh, he's, he's writing them fast, he's, you know, they filmed everything that he's
02:43written, and now he's basically in a dungeon somewhere where people are dropping bananas
02:47on him, telling him to write.
02:48Yeah, and he still can't do it fast enough.
02:50You're very unfair to him.
02:51Yeah, I know, I'm a little bit mean, it's because I don't really like Game of Thrones.
02:56Did I admit that?
02:58Right.
03:00Good.
03:00Good.
03:01So, let's, let's see some Prison Architect, open brackets, colon, console edition, Xbox
03:08One Vector, come on, let's see it.
03:09All right, what should we do?
03:11Should we, do you think we should, like, build a prison or something?
03:14Yes.
03:15All right.
03:15So this is the attract mode, isn't it?
03:16This is looking good.
03:18We've been talking over attract mode.
03:19We don't have attract mode on PC.
03:20No.
03:21Because you've got Chrome.
03:22That's the attract mode.
03:23Yeah.
03:23Browser.
03:24Well, we just, we just, there's a lot of things in this version that we don't have on
03:28the PC version, isn't there?
03:30Let's see.
03:32What kind of prison would you like us to build?
03:35Shall we build a, let's see, medium-sized, starting from 100,000.
03:42Let's pick a warden, shall we?
03:43Which warden should we have?
03:45We could have J.W. Periwinkle.
03:50Claims he was a sapper in the war, true or not?
03:52He certainly knows everything about tunnels.
03:54This is the guy that makes escape tunnels easier to find, doesn't he?
03:58Yeah, okay.
03:59And I think we'll go with that guy.
04:00That's right, yeah.
04:02This is nice.
04:03I mean, this is essentially like a difficulty.
04:05I mean, there is a difficulty setting right up here.
04:09I think it just gives you like quick options for all the lower options.
04:12Is that right?
04:14Yeah, that's correct.
04:15Yeah.
04:16We have a number of preset difficulties for the console versions, but you can then drop
04:22down and adjust some of the other settings as well, so you can kind of customize your
04:26own difficulty.
04:28So, and of course, we've added the functionality to be able to start with extra cash from your
04:34previously sold prisons, if you wish.
04:36Ah, yeah.
04:37So you've actually got a mode here where Fog of War is off by default, so you just don't
04:40have to worry about not being able to see your prisoners killing each other.
04:45Yeah, exactly, yeah.
04:47Yeah, I think that's kind of our preferences to be able to see everything, but players can,
04:52of course, turn that back on again.
04:53Yeah, right.
04:54I think it's important to add these kind of new menus in for the console version as well
04:58to let players essentially play how they want to play.
05:02Yeah, all right.
05:05You haven't got unlimited funds.
05:08Do you have unlimited funds as an option?
05:11Oh, there you go.
05:11Yes, you can do unlimited funds, yeah.
05:13That's how you do it.
05:14It's just buried under the starting funds thing.
05:16All right.
05:17Good stuff.
05:17We've kind of balanced it so some of the trophies won't be available with unlimited funds.
05:24So, yeah, there's obviously an emphasis to play the core game as well if you want to
05:29kind of 100% the game.
05:30But if you just want to muck about in the sandbox, then, yeah, most players will appreciate
05:35being able to start with lots of cash and not worry about being fired and that kind of
05:38thing.
05:39Absolutely.
05:39Absolutely.
05:40Well, I actually quite, these days, I actually quite like playing with unlimited funds.
05:44It's quite a nice way to test the game without having to worry too much about how much money
05:48you're spending on enormous buildings.
05:50Yeah, exactly.
05:50It's a good kind of training ground as well for when you might want to, you know, go into
05:55kind of a hard difficulty with gangs and having to worry about your finance and grants and
06:00that kind of thing and being fired.
06:02Yeah, yeah.
06:03All right.
06:04Well, from the PC version, the thing that I always think is good to build first is
06:09to get your offices up and running and start getting bureaucracy underway.
06:15And it might be an appropriate time to leap straight in to our QuickRooms cheat menu.
06:22Sure, yeah.
06:24And this is one of the things that, one of the big things that's different in the console
06:28version and the PC version, right?
06:29This ability to just instantly build something.
06:32You'll see some new QuickRooms in there as well since the last video that you guys did.
06:37So we added a canteen and a utilities one, which I think was based on some recommendation
06:43from the comments in your video.
06:46And I think I would like to say to some of the viewers that, or all the viewers in that
06:50respect, that I'm looking at all of the comments and the suggestions that people are putting
06:55on there for the console versions.
06:56So I think someone suggested, for example, I want to be able to rotate and flip the QuickRooms.
07:02Yeah, right, yeah.
07:03And a few people like that idea.
07:05So we've added it.
07:06And someone else suggested a room for a utility.
07:10So straight away, you can get up and running with a power station and a water pump station.
07:15So we've added that in as well.
07:17And there'll be more QuickRooms to come.
07:18Utility room.
07:19Yeah, there you go.
07:19So it's like a power station with a capacitor and a water pump and drainage already just
07:24in case it floods.
07:25And it's all pre-wired.
07:27Yeah, exactly.
07:28Yeah, so you're like ready to go straight away.
07:30Nice.
07:31And of course, you can kind of modify these rooms as well once they're made.
07:36All right.
07:37Well, we'll have one of them then.
07:39All right.
07:40So I was actually going to make some offices, wasn't I?
07:41So let's have some office blocks up here because I want to get my warden up and running.
07:47I'll just do three.
07:49Jazz, while Chris is busy tidying away rubbish and all those other fascinating things.
07:56Just tell me a little bit about Double Eleven.
08:00What's the kind of history behind the company and what else have, you know, how big are you?
08:05What else have you guys worked on?
08:08Sure.
08:09So yeah, Double Eleven was founded in December 2009 by ex-rockstar vets.
08:17And we wanted to make a company that was more about people and making fun games.
08:22So an example of Prison Architect, that's a game that, you know, we obviously, as you guys know, kind of
08:28pursued you guys.
08:29And it was of real interest to us and pitched our ideas for this modern console version.
08:35And that's kind of the situation we've afforded ourselves now where we can pick and choose the projects that we
08:42want to make.
08:43And we know we can make a good, fun game and we'll enjoy it.
08:47And, you know, I think those two go hand in hands.
08:50And it's great kind of partnering up with you guys on that and working on the design together.
08:57Some of our previous titles, obviously the biggest one was probably LittleBigPlanet a few years back.
09:04Since then we've worked on Goat Simulator.
09:07We've worked with some of the, you know, best developers in the world.
09:09Playdead guys with Limbo.
09:14And Introversion.
09:16Yeah, the best game in the world.
09:19Now you guys, you know, Q Games, Coffee Stain with Goat Simulator.
09:24And, yeah, I see this as a great, it sounds a bit cheesy and maybe sucking up, but it's great
09:29to work with you guys.
09:31And I think it's a kind of, we see it at Double Eleven as an evolution of porting in a
09:38way.
09:38We sometimes call it port plus.
09:41I think, personally, I think the porting thing is a bit of a, not a dirty word, but there's a
09:47big difference between a straight port and the kind of things we do.
09:51And I often wish there was a better term for it because we do pour our heart and soul into
09:57these games and do listen to, you know, the console players as well as the PC gamers,
10:02what they might like to see in a console version and try and do a great job on it and
10:06go far and far beyond what would typically be a straight port.
10:11Nice. Very nice.
10:13Can I file a bug report?
10:17You can, yeah.
10:19The Warden's invisible.
10:21He has a special ability, which appears to be that he has a Predator-style invisibility shield because I fired
10:30him and I know he's in there, right?
10:32But he's not showing up.
10:34So there you go.
10:35Bug number one for the Xbox version.
10:37We'll see how many we can find.
10:41Yeah, I think that's to do with some of them.
10:44Sorry, go on, Mark.
10:45I was thinking about Double Eleven recently and I think I've got a metaphor to explain kind of what you
10:54guys are, you know?
10:55Now, I don't know.
10:56You must be a Top Gear fan.
10:58Everyone watches Top Gear, don't they?
10:59Yeah, yeah.
11:00I mean, my background is in driving and racing games as well.
11:04So, yeah, definitely.
11:06I lost you.
11:07I don't know whether you've got that or not.
11:08I don't know.
11:09But on Top Gear, they would have car tuning companies, right?
11:16So these would be companies that would take an awesome car like, I don't know, a Land Rover or a
11:22Mercedes or a Ferrari or whatever.
11:24And then the tuning company would just make something that was already awesome better.
11:29You know, they would just pay attention to all the details.
11:32They'd fill in the blanks.
11:35They'd bring a whole new kind of ethos to elevating what was already fantastic at the start.
11:42And that's how I've come to kind of think of you guys and what you've done with PA colon console
11:49edition,
11:49which is you've taken something which was already brilliant and tuned it and made it better.
11:58Yeah, definitely.
11:59I mean, thanks for the compliment and the praise as well.
12:03And, yeah, that's exactly kind of how we feel as well.
12:06And it's, you know, we want to do a good job on things, but we want to have fun as
12:09well.
12:10You know, doing a straight part for me and kind of ticking all the boxes and that's it isn't very
12:14fun,
12:15isn't very challenging as a designer.
12:17You know, and I want to, you know, have a lot of fun making these games as well.
12:21So it's, yeah, definitely we want to improve them with as much features and new content as we can.
12:27It's a bit of an expectation as well.
12:29You know, the console market asking for.
12:34And it's just as much about having that console feel.
12:38and with the whole overhaul of the UI and the controls and things,
12:43once you change one UI, you're kind of like, well, now this one kind of needs changing as well
12:46and this one needs changing and it ends up, you know, kind of snowballing to a much bigger project
12:52than you initially may have thought.
12:54But I think that's the beauty of it.
12:56And, you know, seeing the fact that your fans and some of the console gamers
13:00who have their eye on the game as well really appreciate everything we're doing with the game.
13:05Yeah, I don't think anybody is going to accuse you of just doing a straight port.
13:09Just having, because I've played a fair amount of this version.
13:12Hopefully not.
13:13And the amount of interface.
13:14We're definitely not doing that.
13:16Yeah, the amount of interface change is incredible.
13:19I mean, literally every screen in the game has been re-envisaged for a controller input
13:25and a big television.
13:27It's such a fundamental change to the interface that sits on top of the game simulation.
13:33It's quite surprising, actually.
13:34I'm actually surprised at just how much redesign has gone in, you know.
13:39It's not just like a few screens.
13:40It's like you say, you change one screen and then you have to change everything.
13:45Yeah, definitely.
13:46And, you know, we want to kind of impress you guys in the PC community as well.
13:53And when we look at kind of a console player that will play this game, because, you know,
13:58the console gamers want to be able to do everything just as fast as the PC players could with a
14:05mouse.
14:05So, you know, but having every option around the screen, you know, assigned to a different button
14:11isn't the answer because console players obviously want to have a minimalist kind of OSD
14:17or heads-up display as well.
14:19So it's kind of like a very tricky challenge to kind of start with essentially an open screen
14:26and then be able to embed all of the UIs with, you know, be able to get to them with
14:32only a couple of button presses.
14:35Yeah, right.
14:37Let's see.
14:38Let's have some more of these guys.
14:39So I'm just basically, while you guys were talking, I'm just basically building what I would consider
14:44to be a pretty minimal holding cell for our first batch of prisoners to live in.
14:50We should do some research as well, shouldn't we?
14:52We should actually make use of our invisible warden.
14:56Yeah.
14:57I think that's, we're making some changes to the sprites because we're adding new warden
15:04in the game and some new staff members.
15:06Yeah, right.
15:07Our new variations of wardens as well.
15:09So maybe there's a bug with the sprites not displaying.
15:12Of course, it is a work in progress.
15:15We're slated for a spring release game as well.
15:19So, yeah.
15:21You still in luck?
15:22Still a few months off.
15:23Yeah, yeah.
15:23I'm still here.
15:24I'm just looking at this beautiful bureaucracy screen.
15:26I know.
15:27I was looking at it.
15:27I love the fact that the warden on the left, where he should be, is actually invisible
15:31even in this screen.
15:32It's totally brilliant.
15:33Even here, he's got his teleportation screen on.
15:36He's got his invisibility cloak on.
15:40I can guarantee that will be fixed today, if not tomorrow, now that I've seen that.
15:46Yeah.
15:47I think we're probably really annoying Gaz at this point, aren't we?
15:49People are running around.
15:50Three years of critical bugs in the PC version, and we're laughing at the amazing work they've
15:55done on there.
15:56It's good to find this stuff.
15:57Yeah.
15:58There's all kind of unusual bugs that we found.
16:00There was one the other day where we tweaked some of the prisoner rules of the different
16:06family members they could have, because we found that prisoners could have, like, several
16:12different wives, and have, you know, several, like, 10 to 20 daughters and sons and things.
16:22That's not possible.
16:24I'm certain that doesn't happen in the PC version.
16:28I've never seen it before, so it's just these things pop up, and it's quite funny, but the
16:34issue is that it doesn't all fit on the UI, and you end up with the text spilling off to
16:39the side.
16:39So we're going to rein it in a bit, so they can't have more than five daughters and five
16:43sons.
16:46Nice.
16:47Nice.
16:49There you go.
16:50Yeah, yeah.
16:51You must have seen some clangers of bugs coming through in the PC version.
16:54Definitely.
16:55I mean, for a while, I think we broke the game pretty much every month, didn't we, when
16:58it was during, especially during the alpha.
17:00So, there we go.
17:02I love what you guys did with the community kind of bug input stuff, where they could vote
17:08up and down the types of bugs they would like to see fixed.
17:12I thought it was a great idea.
17:14Even before, we obviously partnered up.
17:17I remember watching a lot of your videos, and that's a cool idea to kind of really fix
17:21the issues that the community want, especially in the early access.
17:26Yeah, because, I mean, we didn't know, Gaz, how many people were actually going to register
17:30for accounts and fill in bugs?
17:31You know, we had no idea, and fairly quickly, the database just became unwieldy.
17:37Yeah, some people might put bugs in that just aren't bugs, or they think it's a great idea,
17:43but then, you know, the rest of the community kind of give it a thumbs down because it's
17:46about to see something else, and everyone kind of gets their own way, in a way, and you
17:52guys would fix the issues that were the most popular, essentially.
17:57Yeah.
17:59Yeah, I thought it was really cool.
18:01I guess at this point, it's good to say that I am, you know, I was a big fan of
18:06the original
18:06game as well, so when we talk about the projects that we want to work on at Double 11, this
18:12was high on my list, and the directors as well, even before, you know, we guys, we met, that
18:18I was a big fan of the original game, and I was a backer of the original game as well.
18:22I remember seeing it at REST the first time a few years ago, so for me, it's a bit surreal
18:29being on this video talking to you guys.
18:33Yeah, well, it's a bit surreal for us too, you know, it's a weird thing to see because
18:38it's kind of like, it's this game that we've worked on for so long, and it's kind of just
18:44been us at IntroVersion, you know, for ages, just us working on the game.
18:48And then this version started getting developed, and suddenly there's all this new work going
18:53on, you know, all this new user interface work, all these new improvements to the game,
18:57all these new different ways of looking at the same game, and like, this is what happens
19:01if you take a game that we've made, and another company imparts their own priorities on it,
19:05you know, because the user interface design is, you know, probably never the top priority
19:11for IntroVersion, you know.
19:13We're always more interested in the simulation and the content of the game in that terms.
19:19But it's really obvious to me that with Double11, and with you in particular, Gaz, that user
19:24interface design is kind of like one of the main things that actually motivates you.
19:30Definitely.
19:31I'd probably say I'm obsessed a bit with user interface design.
19:36Yeah, I think we can tell.
19:39But it's, I just find it so key, especially, you know, like, Double11's a studio that we
19:45don't have, you know, five or six years of development time on a game, you know, so we
19:49can't iterate over and over again and go, put this UI, no, it doesn't work, rip it out,
19:53start again, that kind of thing.
19:55You know, we need to be really efficient with our time, so mapping out everything, and then,
19:59you know, obviously running it by you guys as well has been a great help.
20:06This quick build menu is legendary.
20:08I love this quick build menu.
20:10Yeah, it's one of our favorites.
20:14I find it useful just for, if I want to build a room myself, but I'm like, what rooms haven't
20:19I made yet?
20:19I haven't made a shop.
20:21And I'll say, what should a shop look like?
20:24Okay, that's kind of what I want to go with, but I want to maybe make mine a bit bigger.
20:29Yeah, that's it, yeah.
20:31And then the UI thing.
20:32Sorry, go on.
20:32Once you have that quick build, I think you just, you don't go back.
20:39Well, it's important for us not to have, like, every single room and, like, say, 20 variations
20:44of cells, because we want players to, you know, still feel empowered to create their
20:48own cells and their own types of prisons.
20:51So it is a kind of a quick option to get going, but once you learn, you might use the
20:56quick rooms to stamp down some cells and then modify them a bit, or just to kind of inspire
21:01you to the types of rooms you haven't made yet.
21:04Yeah, yeah.
21:06I think it's great for different players to use it in different ways.
21:09There's quite a nice feature there, I noticed, as well, where you can just mouse over, well,
21:13your cursor over any wall, and you can get a quick build for doors if you just want to
21:17put a door here.
21:18It's quite neat.
21:20Yeah, that's another thing we've added as well.
21:23Essentially, that we've spent a lot of time on the construction side of the UI and the
21:27messaging and new features and things.
21:31And I would argue that some things are maybe even quicker without the mouse in the console
21:38version.
21:38At least that's what we've kind of tried to do.
21:42Challenge.
21:43Challenge accepted.
21:45What do you think is the hardest thing to bring across, Gaz?
21:48What was the toughest challenge?
21:52I think the controls.
21:54I mean, the controls and the UI go hand in hand, but I remember an early meeting with
21:59you guys where you'd obviously had much more experience with the game at that point, and
22:04you wanted to have this control to be able to adjust the time with one button at any time.
22:11Because from your experience, you found that players would want to quickly speed up time
22:16if they were, say, making a lot of construction, or they wanted to instantly pause it to deal
22:21with an emergency such as a fire, for example.
22:24So we had to kind of figure out a way to free up.
22:27Obviously, you can see in this builder that it's on the Y button.
22:30We had to figure a way to kind of free that up at all times.
22:36Yeah, it works nice.
22:37You just hold down the Y button, and you get the little time controls.
22:40It's good.
22:41Once you've learned it, it just becomes pretty second nature.
22:44I remember you worrying that there weren't enough buttons on the controller, you know,
22:47and that you wouldn't be able to free it up.
22:50So we then evolved that Y option to be a bit more kind of information as well about some
22:57of the stuff on the OSD, such as your cash coming in, and how your prisoners feel.
23:03And there's also a quick undo option will be a part of that kind of context as well.
23:11I'm being a div breed.
23:12I need to hire my guy, don't I?
23:15I need to hire my staff.
23:20Guys, what are the main differences, if any, between the different platforms?
23:24Because we've got Xbox 360, Xbox One, and PS4.
23:28Are there any, you know, particular differences between the different builds?
23:32I mean, in terms of full disclosure, we should probably tell everyone, in order to capture
23:36the video, the way we do it is we run a build on the PC that kind of simulates the
23:40console
23:41version.
23:42But, guys, what are the differences?
23:47Well, we try to keep pretty much parity between them all.
23:51The console versions will run at, sorry, the Xbox One versions and PS4 versions will run
23:58at 60 frames a second, pretty smooth, even on the most huge of prisons.
24:03The 360 will kind of get as fast as possible, but a minimum bar will run at 30 frames per
24:10second.
24:10Aside from that, they pretty much have parity.
24:15Obviously, one has trophies, one has achievements, that kind of thing.
24:18But there's not, there's no exclusive content to speak of at the moment, but there may be
24:24like, watch this space and we may introduce some new stuff in the form of maps and wardens
24:28and that kind of thing.
24:30In terms of the interface, though, are they sufficiently close for you to be able to do one mapping
24:37that works on both controllers, or did you have to kind of move things around a bit?
24:44No, it's very close, almost identical.
24:48The controllers, even the 360, Xbox One and PS4, are all very similar in terms of the button
24:54layout and the buttons they have.
24:58The PS4 has that extra kind of touchpad control, but we haven't mapped that to anything at the
25:02moment.
25:04So, yeah, it was quite easy to have the consistent mapping.
25:09Obviously, if we decided to do like a Wii version or something like that down the line,
25:13we would have to change it completely because it's such a different controller.
25:17Yeah, yeah.
25:18I mean, you're building it in 3D space.
25:20You're crazy.
25:21You have to like pick up bricks.
25:25Yeah, shake the paint can or something before you can paint the walls and that kind of
25:30thing.
25:30That's right, yeah.
25:35Yeah, I remember doing that on some games in the past.
25:40Ah, I just ran out of power.
25:42This always happens to me.
25:43How are you finding the controls, Chris?
25:45It's really good.
25:46I mean, I've played it quite a lot, so I know it quite well, but I've always thought that
25:50it works really well.
25:53I've never had a problem with it.
25:54I've always found that stuff generally works how you expect.
25:58It's surprising because it's a very mouse and keyboard driven game on the PC.
26:02I think the key thing is remapping all of this general user interface concept of the sort
26:11of horizontal bar at the bottom that you can bump a button through and then D-pad through.
26:16that's sort of the key, I think, to all the construction screens.
26:19They're all essentially the same.
26:21They all work on the same paradigm.
26:24Yeah, that's true.
26:25Being able to essentially have control of the main game area and the UI in the bottom at
26:32the same time.
26:33We tried doing a version where you would have to select the objects and then you wouldn't
26:38have any control of the map behind and you select the objects and then you could place
26:43them and then you would go back.
26:44But it was just too slow.
26:47Especially if you're just building something as simple as a cell, you want to build the
26:52foundations, the walls, the doors and the objects.
26:55And often you have in mind what you want to make.
26:57And if you have to back out too many times to do that, it just was a bit frustrating.
27:02So that was, I guess, one of the learning processes.
27:06And we changed this to be an open carousel, which we carried across the entire design.
27:14And I guess from Mark's point before, one of the challenges was keeping that carousel as
27:19small as possible, but also having the information that you'd need to have.
27:25Nice.
27:28I was just admiring your changed version of the guard deployment screen.
27:34It has this lovely little highlighting.
27:36Oh, yeah.
27:37That's neat, that.
27:38It's quite a nice clean display of which sector you're currently highlighting.
27:44Yeah.
27:45This is currently a work in progress.
27:47So this is one of the newest things.
27:48Literally started the other day.
27:51So this is kind of one of the next things we're polishing.
27:56And we're going to carry that kind of design across to some of the other logistic views
28:00as well, such as the cell grading.
28:02So you can kind of, you select a prisoner's cell and then it's really easy to see his cell
28:09and then choose what objects you want to upgrade it with.
28:13Well, we'll have a look at that if we look at a bigger prison slightly later.
28:17Sure.
28:17So I had intake turned off on the first day, so I didn't get any prisoners.
28:21That's why our prison is still empty, despite the fact that I've actually built quite a lot.
28:26Yeah, I think we've defaulted it to off in our version, just so that you're not bombarded
28:33with the prisoners until you're ready.
28:36Yeah.
28:37But at any time you can get some new prisoners in.
28:40Yeah, I've turned it on now, I think.
28:43Yeah.
28:44Where was that?
28:45It's in here, isn't it?
28:47Intake.
28:48There you go.
28:50And these are some of the screens that got the biggest redesigns of all, aren't they?
28:53They're sort of less construction area and more the kind of logistics and reports of your prison.
28:58This stuff looks completely different.
29:00Yeah, the construction stuff can all use a similar UI and the hiring staff UI is a bit
29:07similar to the construction as well.
29:09But each one of these, when we looked at them, was like, they're all completely different
29:12kind of menus.
29:13So, yeah, they've all needed a bespoke design as well.
29:18It's like the old report screen, isn't it, from the PC version.
29:20There was always a sort of A4 page that showed up on the right of the screen.
29:23So it was like the worst case scenario for a console designer.
29:28Yeah, it was great for the PC, but we wanted to take up less room as well.
29:35And, I mean, it was just unavoidable to have to redesign a lot of these UIs for, you know,
29:40controller and not have a mouse.
29:42And, you know, we didn't want, we knew we'd have to have the mouse in the game area, you
29:48know, to be able to quickly drag and drop and select things.
29:51But in the UIs, we wanted to make it as kind of quick as possible without using a mouse.
29:58And also not using the Y button for the time controls.
30:03Yeah, absolutely.
30:04All right, we've got our first prisoners.
30:06Oh, my God, look at that.
30:07There's me, and I'm invisible.
30:10That's crazy.
30:11How are you?
30:12I'm quite invisible as well.
30:13I don't know.
30:14What are the odds of that, eh?
30:15What are the odds?
30:16Christoph abandoned delay.
30:19Do you know, I had a meeting the other day, right?
30:22I had a meeting with some guys, and they said, oh, Mark, we didn't recognize you.
30:28You're not as fat in real life.
30:30Well, there you go.
30:31What does it mean?
30:32Oh, my God, and there's you?
30:33That's a small prisoner's side of me.
30:34That's right.
30:35See, I suspect some programmers at W11 would freak this.
30:39People would probably say that I look skinnier in the game.
30:43Nice.
30:44You have a 21-year-old girlfriend, according to your bio.
30:49Good man.
30:50That's not true.
30:53Prison architect never lies, my friend.
30:59Let's see.
31:00So the game was telling me that I need to do some stuff.
31:04I need to do...
31:06I'm without water.
31:07I did hire some guards, and I don't have enough guards, I think.
31:10I need to hire some more guards.
31:12Maybe those are invisible as well at the moment.
31:15Yeah, I don't think so.
31:18Hire staff.
31:20I assigned them all.
31:21That's what happened.
31:22I've assigned them all to be deployed.
31:26There we go.
31:29Prison architect doesn't really come alive until you get prisoners in your prison, is it?
31:32That's the point when all your preparation suddenly starts to come under scrutiny.
31:37It's like, oh yeah, I forgot to build a fence.
31:43That happens quite a lot, that.
31:46I think that's the beauty of some of the warden maps as well, to be able to, if players want
31:51to just jump in, they can do that.
31:55And they can obviously change the warden maps themselves and demolish everything or add room
32:02if they so wish.
32:03so they can make it themselves or even add land as well, and also be inspired by the types
32:08of different maps that you could build.
32:10Yeah.
32:12Nice.
32:12I tend to play with unlimited cash a lot, and I want to make an entire prison before
32:19I get some inmates in.
32:21But if you're playing on the high...
32:22You're one of those players, are you?
32:23Who sort of plans out his entire prison and builds a completely empty, perfect prison
32:28before he dares let prisoners sully his work.
32:32Yeah.
32:34Exactly that, to have everything up and running first, and then get some prisoners in so I
32:40can start adding some reform programs and classrooms and things.
32:44Yeah, yeah, nice.
32:45I think that's just kind of my personality of a lot of games.
32:48I remember when I used to play Worms with friends, I'd be like, let's just use the first
32:54four turns to build a base each, like, no attacking, no attacking.
32:58I wanted to make a base and put loads of girders everywhere and everything.
33:02Yeah.
33:03And I bet all your mates attacked you anyway.
33:07Yeah, they would just airstrike me one after the other and kill me before the game had begun.
33:15So in theory, I should be able to make an entire cell block now without using anything other than the
33:18quick build menu.
33:19I should be able to just stamp these down like this.
33:23If I put these down like this and then build a sort of hallway in front of them, that'll do
33:30for my first cell block, won't it?
33:31Yeah, it should, yeah.
33:33Depending on how you have them arranged, you may need to add, like, foundations down the middle or something like
33:40that.
33:40But the cell blocks come with foundations, so yeah, you can easily do a line of cells pretty quickly.
33:50And the walls obviously share as well, so you can overlap cells as you're doing and have them kind of
33:59join together.
33:59Yeah.
34:03Let's see, like that.
34:07There you go.
34:15We've got the quick wall demolish option in now as well, which is assigned to the left shoulder button, so
34:23you can easily demolish walls or entire areas pretty quickly now as well.
34:27If you want to make some quick changes to some of your structures.
34:32Yeah.
34:32Or if you want to let all your prisoners out.
34:35Yeah, yeah.
34:37I see quite a lot of people doing that on YouTube.
34:39It seems to be a common thing with prison architect.
34:41Like, you reach a point where you're kind of done with the prison you've been building and then you just
34:46let all your prisoners out.
34:48I guess it's like the old SimCity disaster tools, you know.
34:52Yeah, I think it's quite funny to see, even sometimes by accident, where you've left a hole in the wall
34:59and the prisoners will eventually find it.
35:03And I'm sure some players do kind of play like that as well, where they'll create kind of puzzle prisons
35:08and, you know, see if the prisoners can actually find out how to get out from the one little opening
35:14in the wall.
35:17And I see here we have a classic prison architect conundrum whereby, if I just pause it there, they've built
35:23everything and now they're building the cells and they've forgotten about these little four concrete floor jobs that are right
35:29here and they're stopping the entire building from being finished.
35:32And I know you were telling me earlier that I can now press this magic button.
35:36You can press green on any job that's in progress to prioritise it.
35:40And your workman will do that in priority to everything else.
35:44Yeah, that's correct.
35:46So we found that we wanted to kind of prevent players from thinking they have to just hire more staff,
35:52hire more staff to get something done.
35:55But at times you might be building something else somewhere else.
35:58Say if you're building a massive kind of set of foundations elsewhere in your prison and then you kind of
36:04forget about that and you start building a cell block as you are, Chris, then you want that to be
36:10done immediately.
36:11Or it might be, like you say, it might be a wall that needs to be plugged to stop prisoners
36:15escaping.
36:16So you can make that job the highest priority thing straight away.
36:20Absolutely, yeah.
36:22It's a nice idea.
36:24Let's see.
36:27Interesting.
36:28So this is an all-new interface for me.
36:29I've never really messed with this interface before.
36:32This is how you set the regime for your prisoners.
36:37I always give them a lot more free time.
36:39I always think that in all my prisons, free time is kind of the key to a happy prison, I
36:45always find.
36:46Right, okay.
36:48Yeah, I know.
36:48A lot of people don't play it that way.
36:50A lot of people go the other way and sort of be as harsh as they possibly can.
36:54But I always think, I think it's because I wrote the needs system.
36:58So underneath the surface, I kind of know that I need to meet all my prisoners' needs or I'm going
37:02to have to pay for that later in riots and deaths.
37:06Some people just don't care.
37:08I tend to be a nice warden as well.
37:11So I often play my game based on the prisoner needs.
37:15So I look at the needs and see where the kind of the red bars or the orange bars are
37:19and then pan across to the regime and adjust my prison based on that.
37:24So, you know, if they're complaining of hygiene or lack of sleep, then I will adjust that for them.
37:31So the prisoners have me wrapped around their finger.
37:35Yeah, nice.
37:38Let's see.
37:40I want bureaucracy.
37:41I want some logistics.
37:43That's what I need.
37:45It's micromanagement, isn't it?
37:49I need to see my logistics views.
37:52I think that, oh, no, no, it's fine.
37:57I was going to say that I thought I'd found another bug, but I haven't.
38:00It's fine.
38:02I'm sure there's going to be a few bugs in.
38:05We're kind of like winding down now and adding the rest of the last of the features.
38:11And it's going to come down to pure bug fixing in the last couple of months.
38:15Absolutely.
38:15Yeah, absolutely.
38:16It's looking really good.
38:17It's looking really solid.
38:18It's a really solid build.
38:21It's really interesting.
38:22It is like, I don't know what it's like.
38:23It's like a cover version.
38:25You know what I mean?
38:26It's like someone's done the acoustic cover version, you know, and it's actually better than the original in many ways.
38:33Thanks very much.
38:34For a different audience, you know.
38:35This is the cover version for Xbox players.
38:39I just think the whole game is such a cool concept.
38:43So, I mean, for us, it was a no-brainer to try to bring it onto a console market.
38:49Of course, there's the challenge of the controls and the UI.
38:52But I think once you've got that right, it's just, I think it's just such a cool concept.
38:57I mean, that's what kind of hooked me from the start, building prisons and dealing with your inmates.
39:01It feels to me like a more grown-up kind of management game where you're not so much managing, like,
39:09happy villages in the forest, that kind of thing.
39:11You know, you're running a prison with brutal inmates, but it has that same feel where the prison is essentially
39:19the town and the villages are the interesting twist where it's a prison, so the inmates don't want to be
39:25there.
39:26You know, so they will raise hell if they want their own way or try to escape and cause riots.
39:32I think that's kind of the magic of the game, I think, isn't it?
39:35In the sense that it is essentially a construction game.
39:38And in some senses, there is an enemy army, you know, but your enemy army lives within your base and
39:44is actually one of the, is one of your resources that you have to look after.
39:49Exactly, yeah.
39:50If you don't look after your enemy army, they'll destroy you.
39:53Yeah, that's, yeah, it's a good analogy.
39:57Yeah, I mean, at the end of the day, the console players want to play fun games like everyone else.
40:03But it's about, the challenge for us and other developers with these types of, you know, mouse and keyboard heavy
40:10games is just creating an experience that feels natural as a console game to them.
40:16So it's not so much about, you know, let's make the game super easy and these types of things.
40:20It's just making sure, at least with Prison Architect, that it's just as immediate and as quick to do things
40:27as it would be on PC.
40:29Hmm.
40:29Hmm. Yeah.
40:32Should we, do you think it's time to move on to a different prison?
40:36Yeah, yeah, absolutely.
40:37I think we should.
40:38I think we should.
40:38All right.
40:40Let's leave that filler behind then.
40:42Yeah.
40:43So on the PC version, obviously we've got the Steam Workshop.
40:48So there are thousands, probably tens of thousands of prisons that you can just load up and play straight away.
40:55But obviously they don't exist on the console version.
40:57So I had to reach out recently and ask some of the players that created some phenomenal prisons whether or
41:05not they would be happy for us to bundle them up with the console edition.
41:09And luckily everybody that I asked said that they were happy for us to do so.
41:12So, but Gaz, you know, when you picked the prisons, how did you choose the ones that you decided to
41:19bundle with the console version?
41:22This is the list, isn't it?
41:23It's a good question.
41:24We looked at the most popular ones on the Steam Workshops as well, but we wanted to have obviously a
41:31good variation of shape and size.
41:34The island one is kind of my favourite.
41:37Yeah, it looks really awesome.
41:39I think there's one right at the end that's just a brutal kind of supermax, like really big.
41:45And that can show, you know, players a bit about the type of scale of prisons that they could have.
41:51So we just wanted to kind of broad mix.
41:53I mean, we are adding more as well going forward and some of our own designs as well that the
42:00double 11 level designs are creating.
42:03So, yeah, this prison is crazy.
42:05That was the biggest.
42:05It is insane, isn't it?
42:06Yeah.
42:07Even as the person that made this game originally, this is amazing to me.
42:11Yeah.
42:12I just look at this and I just think, that's incredible.
42:14Look at all the work.
42:15It's crazy.
42:16I mean, the one thing that I love, I mean, how long did that take to load?
42:20I mean, that was like a second, if that, you know, to load that map with all the, you know,
42:25the people running around it and things.
42:27Yeah.
42:28It runs really well.
42:29Absolutely.
42:29It's all this stuff simulating, all these AI routines and stuff.
42:32And what is that?
42:32I think 50 odd simulation layers, you know, all running on top of each other to make the world look
42:38vibrant and alive, you know, like it's a place.
42:41Yeah.
42:41It just runs.
42:43It's nice.
42:44Yeah.
42:45I like the water maps and it was important for us to be able to add those in, but allow
42:51players to kind of demolish things and add things if they want.
42:54And we've added the feature to the console version as well to be able to add water and add dirt.
43:01So you could create your own lakes and rivers and islands like Alcatraz and the one in the Warden map
43:07if you, if you so wish.
43:09We'll try that.
43:09We'll give that a try, shall we?
43:10Let's have a look.
43:11So I think the, the, the piano, piano island.
43:16Here we go.
43:17So this one's basically like Alcatraz with a bridge, isn't it?
43:21Yes, it is.
43:22Yeah.
43:22Yeah.
43:23We, we, we, we're not, um, we're not going to add boats in yet, but that would be a cool
43:27thing for the future, I think, to have like, um, you know, real island prisons where, you know, you, you,
43:33the intake comes from a boat or from a helicopter or something.
43:37Maybe one for the future.
43:40But yeah, this is one of my favorite prisons.
43:42You were saying that you thought you could build, um, if I put some doors down on this outer wall,
43:45if I just ruin the security and add a, add a door there, say.
43:51Are you saying we can actually build over this water now and change it?
43:55Yeah, as long as the workers can, can get to it.
43:58So you may have to add a couple of, um, entranceways and doors.
44:01Then you can add dirt over the top of water now to, to expand islands or to just get rid
44:08of the water.
44:09If you have a nice map, but there's too much water in there, in architect mode, then you can, um,
44:14start building your own land on top of it.
44:17So, and there's kind of a bit of a shaping as well.
44:20You know, you could, you can create these lakes and then, you know, shape around them to, to get a
44:25nice shaped lake with adding, adding dirt over the top.
44:30It's really cool.
44:31That track job is really handy, actually.
44:33You want to know where the guy is that's going to install that door, you know, because he's the one
44:37that's going to hold everything up.
44:38And on this particular map, he has to take quite a long roundabout route to actually get to the place
44:43where he can install that door.
44:45It's like, where the hell is he going?
44:48Yeah.
44:50These guys are, uh, I think it's because the storage on this map's quite low down.
44:55Um, so yeah, they do take a bit of a long, a long route, a long route around.
45:01There you go.
45:01Well, you could fix that by adding some more, some more doorways and, and, and, yeah, absolutely.
45:07All right.
45:08So let's see if I can prioritize all of these.
45:14I think it's really cool to be able to track the jobs as well and see who's, who's going to
45:20be building what and where they are.
45:22Yeah, absolutely.
45:24Right.
45:25Are you guys seeing this now?
45:27Yeah.
45:28Yeah.
45:30Here we go.
45:31Yeah.
45:31So the building are kind of a little pathway over to the island.
45:36I can't guarantee they won't get stuck in this building, but, um.
45:40It looks like they have a little bit, doesn't it?
45:41It looks like they've got a little bit confused.
45:44But they're getting there in the end, aren't they?
45:46Look at that.
45:46That's weird.
45:47Yeah.
45:47It's still, it's still, um, um, this, this idea is still kind of in development, but yeah, there's, you can
45:53build like any kind of land and water shape you want as well.
45:56But we're just fine tuning it to make sure that, um, the workers aren't kind of silly enough to, to,
46:03um, create a kind of a, a ring of water all around them because they can't get themselves stuck.
46:10It will do it.
46:11It does happen.
46:13If you build it, build the, um, the, the earth in a certain order, you can trap, you can trap
46:19them there, but, um, hopefully not in the final game.
46:23Nice.
46:23And if they do, you know, let's fire them.
46:28Sacked for, uh, idiotically following instructions to build a moat around himself and then complaining that he wasn't able to
46:35swim to safety.
46:37Just call it a feature, you know?
46:39Yeah.
46:40How many times we've seen pictures of people sitting on tree branches, you know, sawing the branch off?
46:47People do stupid things, Gaz, you know?
46:51That's very true, yeah.
46:54Yeah, nice.
46:55So this is obviously a much more mature prison, isn't it?
46:57So they've got, everything's unlocked pretty much and, uh, all the reports are available for all the prisoners.
47:03Um, let's see.
47:05Yeah, so we took these, these pre-made prisons, but we've kind of tweaked them for, for the console game.
47:11Because essentially they represent a saved state with, you know, a number of prisoners and guards in.
47:16But we still wanted to let the console players begin at day one or begin at day zero, if you
47:21like.
47:22Um, so, yeah, we've kind of modified them a bit to ensure that, um, that, that you can do that.
47:30Very nice.
47:30So you're not, you're not, you're not, sorry.
47:32Should we try and do some sort of, um, like a luxury cell or something and try and, and try
47:37and bring out, like, make, just pick one prisoner and have him have the best cell on the entire prison?
47:43Because I noticed that they've only got standard cells on this prison, everywhere.
47:46That sounds like a good idea, doesn't it?
47:49Hey.
47:49Who's going to be the lucky guy?
47:51Well, I'm wondering if we could put him all the way out here.
47:53Should we put him all the way out here on his own little island?
47:55Yeah.
47:56It's the same island paradise.
47:59Yeah, I'm just going to see how much I can break, uh, break this new feature.
48:04That's all it is.
48:05And let's see, I want my, what do I want?
48:07Give him his own swimming pool now as well.
48:11Instruction, quick build.
48:13Okay, rooms, luxury cell.
48:15Here we go.
48:15So, yeah, luxury cell right on the edge for that.
48:18So he's going to have one hell of a view, isn't he?
48:19He's just going to be, like, basically out there in the middle of nowhere.
48:24Put down a bit of flooring.
48:26Yeah.
48:26One thing I find is, um, if I find the kind of prisoner I like, or I find myself in
48:32the game or one of you guys, I will try to build a luxury cell.
48:35But then I often find that your, that your prisoner isn't deserving of it.
48:39So you make this really nice cell and then they get taken away from the guards.
48:43Yeah, absolutely.
48:44Absolutely.
48:44Because as soon as they cause trouble, they, their rating of what kind of cell they deserve is dramatically downgraded.
48:50Um, but they should, they should get something, you know.
48:53There should, there should always be somewhere, somebody in it.
48:56Let's see.
48:59Let's see.
49:00It's under reports, um, where's the, where's the prison grading stuff?
49:05Oh, it should be under, um, in logistics, I think.
49:10Ah, yes, yes, yes, yes.
49:13Logistics.
49:14Yes, here we go.
49:16So you've got, you know, prison labour screen.
49:19Oh, nice.
49:20Yeah, and if you go over to cell quality.
49:23Yeah, I'm just, I haven't seen any.
49:24I think these screens weren't working last time I looked.
49:27Yeah.
49:28Laundry services.
49:30Cell quality.
49:31Here we go.
49:32Yeah, so if you pick a, pick a room like this one,
49:35it can tell us, here you go.
49:37Look at that.
49:39So as they install more and more facilities,
49:41we should get more and more higher quality.
49:44Yeah, exactly.
49:45And I mean, we've, we've added, um, a few little tweaks to this as well.
49:48So you can actually buy the objects within this context now.
49:53So I think, I think previously you would have to kind of maybe think,
49:57well, what objects are I missing?
49:58And then back out and then kind of remember and then, and then go all the way up to
50:02the construction menu.
50:02Yeah, absolutely.
50:03But now you can, you can, um,
50:07and give them another chair in the middle of the room or something.
50:10Exactly.
50:11And you can do it.
50:12So it sort of suggests to you context.
50:13It's like, it's suggesting to you the things that you might want to put in,
50:16in order to improve it.
50:18Exactly.
50:18Yeah.
50:19I mean, that's kind of one of the, uh,
50:21the pillars we've tried to have throughout the game of, of, um, you know,
50:25giving players some ideas and inspiration if they want to do it.
50:29Obviously you can make it the most brutal prison you want if you wish.
50:32But, um, um, um, we have these different links between the UIs where,
50:37for example,
50:38you make a room and, um,
50:40it will then tell you the objects you're missing and then you can click a
50:43button and then buy those objects.
50:45So it kind of, um,
50:46leads you through that process quite nicely.
50:49Nice.
50:50Once you get quite deep in the game as well,
50:52if you've hired all of your,
50:54uh, your different staff,
50:55they will start to give you tips and they'll pop up from time to time and,
50:59um,
51:00suggest things like say,
51:01for example,
51:02if there's a lot of contraband coming into the prison,
51:05say weapons and tools,
51:07they will,
51:07your security chief may suggest building metal detectors on the entrance,
51:11or if it's drugs and alcohol being snuck in,
51:14then they might suggest buying sniffer dogs to,
51:18to help,
51:18uh,
51:19combat that.
51:20Yeah.
51:21So lots of,
51:21lots of different suggestions if the players kind of want some inspiration of
51:25what they should be doing next.
51:26Yeah.
51:27I've noticed that coming up.
51:28It's quite,
51:28it's quite handy to have those things.
51:30I think particularly for new players,
51:31as I know that prison architect is still fairly,
51:34um,
51:34fairly difficult for new players.
51:36is it,
51:36I mean,
51:36it's to go from a blank map to,
51:39you know,
51:40this kind of complexity seems impossible when you first play.
51:43You can't really imagine how anyone could ever do it.
51:46Um,
51:47but you know,
51:48you just,
51:48you just learned,
51:49don't you,
51:49I guess.
51:50Yeah.
51:51Water over here,
51:52aren't it?
51:52It's going to need some water.
51:53I think giving players those kind of,
51:54giving players those,
51:55giving players those kind of tips to,
51:57um,
51:58you know,
51:58the kind of things they could be doing.
52:00Like the game will almost know the type of map that you're,
52:03you're making,
52:04um,
52:04and then give you suggestions.
52:06you know,
52:07based on that.
52:08Nice.
52:09I think that's the,
52:10the balance of creating these,
52:11these island prisons that,
52:13you know,
52:14you,
52:14you make it really secure,
52:15but there's a trade-off between,
52:17you know,
52:17your delivery times and that kind of thing.
52:20Yeah,
52:20right.
52:22All right,
52:22let's see.
52:22I'm going to give him some,
52:23some grass.
52:24I think it's,
52:25it's not quite nice enough yet.
52:28Maybe a,
52:28an outer lip of concrete tiles.
52:30That's what we want.
52:32Yeah.
52:34Does it have his own shower?
52:36He's got his own shower inside his,
52:38um,
52:39inside his luxury cell.
52:41There's no one in there yet.
52:42So I'm just trying,
52:44I'm just trying to make it a bit nicer.
52:46Generally,
52:46this is where you put the,
52:47the mafia,
52:48Don.
52:49Yeah,
52:49exactly.
52:50Yeah.
52:51I think you need to,
52:52you need to have,
52:53um,
52:54yeah,
52:55a prisoner that's kind of worthy of it or a prison that's,
52:58that's completely full.
52:59So someone will have that cell.
53:02Yeah.
53:03Yeah.
53:03Cause it's,
53:03it's so luxurious that I don't know if anyone deserves it yet.
53:07Yeah.
53:07Right.
53:07Well,
53:07I bet actually,
53:08I bet he can't get there anyway.
53:09that would be another factor,
53:10wouldn't it?
53:11If we look at the,
53:13uh,
53:13deployment,
53:16I bet the security on it is set to be staff only.
53:19Yeah,
53:19it is.
53:19You see,
53:20he's got no way to get there because there's only a staff only outer wall.
53:25Right.
53:25Yeah.
53:25So it needs to be a shared one.
53:27He needs a,
53:28he needs a,
53:30I need to do this in such a way that he can't escape.
53:35Right.
53:36Let's do it right here.
53:37I think the accountant is just going to have to be unlucky.
53:40The accountant is going to have to get a door to her office.
53:45There you go.
53:46Lucky you.
53:47All right.
53:48Cool.
53:48Um,
53:50is there more stuff to show,
53:51Mark?
53:51What do you think?
53:52No,
53:52I think,
53:53I think we're about there.
53:54Um,
53:54given that we can't show the world of wardens at the moment in this build,
53:58Gaz,
53:59can you just talk a little bit about how prison share on the,
54:02uh,
54:02on the consoles will work?
54:05Yeah,
54:05sure.
54:05So,
54:06um,
54:06the world of wardens is a new,
54:08um,
54:09feature that we've added.
54:10So it's essentially a,
54:11a community area for players to share and download other,
54:16other players' prisons.
54:17So you'll be able to go in there and manage your own prisons.
54:20So you can share any of your own prisons.
54:22Um,
54:24and then other players can then download them and rate them.
54:28If you're searching for,
54:30for prisons,
54:31potentially you just want to see what's out there or you want some inspiration,
54:35then you can,
54:36um,
54:37search for the highest rated prisons.
54:39So everyone can rate each other's prisons.
54:40or you can search for the most downloads a prison has.
54:44Um,
54:45in addition to that,
54:46you can also search for a specific player name,
54:50an architect name or a prison name.
54:53So for example,
54:54if you've,
54:55someone's told you there's this awesome prison called,
54:57um,
54:58Paradise Island,
54:59for example,
55:00then you can,
55:00you can type that in.
55:02Um,
55:02likewise,
55:03if you know there's a specific players who are really credible as,
55:07um,
55:07architects,
55:08you can type them in and see the kind of prisons they're making.
55:11Huh.
55:11And a bit similar to the warden maps,
55:13once you download them,
55:14you can make them your own,
55:15you can demolish it,
55:16you can add more land,
55:17you can expand it and do whatever you want,
55:19just as you,
55:19you could in the core game.
55:22and yeah,
55:23change,
55:23change them however much you like.
55:25We'll also be showcasing some of the best designs that we see,
55:30because we get to see all of them.
55:32Um,
55:33and we'll be showcasing them on our,
55:35on our official double 11 prison architect website.
55:39So we'll pick some of the best,
55:41best ones that we've seen.
55:42So you'll be shining the spotlight of fame down upon the,
55:46uh,
55:46the best architects in the community.
55:48Yeah,
55:49definitely.
55:50Yeah.
55:50So we,
55:50we get to see all of them.
55:52They all get saved to a,
55:53to a server obviously.
55:54So we'll pick and choose the ones that we just think are cool design.
55:58And we'll look at the highest rated ones and then we'll credit them on our,
56:02on our site as well.
56:03I think it's kind of cool to inspire,
56:05um,
56:06players as well to,
56:07to see the types of things that could build.
56:09Cause as,
56:10as you guys have found,
56:11people just build some amazing stuff that you would never even imagined or had time for.
56:16Yeah.
56:17Yeah.
56:17It's the,
56:18when you build a game like this,
56:20when,
56:20you know,
56:20as developers,
56:21most of the work goes into the,
56:22the simulation,
56:23seeing the fruits of,
56:25uh,
56:25the players labors.
56:26It's just,
56:27it's just wonderful.
56:28It just keeps on giving.
56:30Cool.
56:30Cool.
56:31Um,
56:31right.
56:31I think we're about done.
56:32Is there anything,
56:33uh,
56:33that we've missed guys that you particularly want us to,
56:35uh,
56:35cover?
56:38Uh,
56:39no,
56:39I think,
56:39I think you guys have covered it,
56:40covered it pretty well.
56:41It's,
56:41it's a huge game.
56:42So,
56:43um,
56:44perhaps we can do more in the future.
56:46Um,
56:47there's,
56:48um,
56:48the web,
56:49the website,
56:49if people are interested in,
56:51in following what's going on,
56:52that I think is kind of a,
56:54going to grow as a big companion to the game is,
56:57um,
56:59prisonarchitect.double11.com.
57:01And it's already kind of up and running.
57:03Yeah.
57:03They can get to it from prison.
57:05There's,
57:05uh,
57:05content now to be able to join the forums and look at the news and things.
57:10Here we go.
57:10What is it?
57:11Prisonarchitect.double11.com.
57:13Here we go.
57:14Um,
57:15prisonarchitect.double11.com.
57:17There'll be more features and trailers and images and content going on.
57:20It's kind of in development at the moment,
57:22but it,
57:22uh,
57:23it,
57:23it exists and it's out there.
57:26Nice.
57:28Nice.
57:31All right.
57:32Lots of cool,
57:33exciting,
57:34um,
57:34and secret things appearing on there,
57:36different competitions and exclusive content and things like that.
57:39And it's all completely free,
57:41obviously.
57:41So yeah,
57:43check it out.
57:45Right,
57:45everybody.
57:46Thanks for watching.
57:47That was Mark,
57:48Chris,
57:48and designer Gaz taking a look at the,
57:50uh,
57:51the console build of prison architect for Xbox one,
57:53Xbox three 60 and PS four.
57:55Uh,
57:56if you want to find out more about the console builds,
57:58you can head over to prison architect.double11.com for all sorts of cool competitions and pictures
58:04and all sorts of stuff.
58:05so go over there and have a look on the forums.
58:07Um,
58:08if you haven't done already,
58:09subscribe to our YouTube channel for a monthly update videos about prison architect and everything
58:13else that we do at,
58:14uh,
58:15introversion.
58:15It's super cool,
58:16um,
58:17videos,
58:18which you all want to watch.
58:19Right.
58:19That's it.
58:20Bye.
58:20Bye.
58:20Bye.
58:20Bye.
58:20Grazie.
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