- 13 ore fa
Vediamo il nono aggiornamento video di Kingdom Come: Deliverance, in cui gli sviluppatori chiedono di segnalare i bug della prima versione alpha, disponibile per alcuni sostenitori particolarmente generosi, ci scherzano sopra e mostrano nuove sequenze di gioco. Vi ricordiamo che Kingdom Come: Deliverance è in sviluppo per PC, PlayStation 4 e Xbox One. Il primo episodio dovrebbe essere disponibile a fine 2015.
Categoria
🎮️
VideogiochiTrascrizione
00:00www.mesmerism.info
00:06www.mesmerism.info
00:08Ciao a tutti e benvenuti in un nuovo video update.
00:11Today ho ho con Anna, da QA department.
00:15E...
00:16Oh...
00:18Do you have qualche t-shirt?
00:21Perché?
00:22Perché questo è sexistico e potete offendere le persone.
00:27Potete avere qualcosa di neutro,
00:29approvata da poli come me.
00:32Do you have qualche altro?
00:34Ok.
00:35Thank you.
00:37Sorry...
00:38We are going to talk about our previous version,
00:41about the bugs that we are going to fix.
00:45And...
00:45That's the reason why Anna is here.
00:47And then I will tell you something about the upcoming alpha
00:50and the stuff that we have done in the past month.
01:03You don't get it.
01:04You are driving girls out of the gaming industry.
01:16Hi, I'm Anna from QA department.
01:19And I really want to thank you for your bug reports.
01:23They have been really helpful.
01:25For the new alpha version there will be completely new hair,
01:28better looking faces and hopefully no flying objects or persons.
01:33In case you have any new bugs to report,
01:35just visit our forums and you will find a bug report template there.
01:40Regarding the very high settings crash,
01:42we are working on it with Nvidia and Crytek.
01:46We still don't know what causes the crash,
01:48but hopefully we will fix it soon.
01:51We will have several new features.
01:53One of them is map.
01:55So there will be a map of this location.
01:58We will accept the fixed bugs.
02:00We will have hopefully a new torch,
02:04so you can walk in the night.
02:06I would love to have a skip time.
02:09So if you play it, you can skip to the night,
02:12but this is not sure yet.
02:17There will be a quest.
02:20New quest.
02:21I am writing it currently.
02:23It will use mainly branch dialogues.
02:26A lot of them.
02:27A lot of the options.
02:28I can't resort to more complicated stuff yet,
02:32because the game mechanics are not there.
02:34But hopefully it will be fun.
02:37And it will include a new minigame,
02:39which will be the biggest feature of the alpha probably.
02:42We will have a contest,
02:45which minigame is going to be on our Facebook page, I guess.
02:49So check it out.
02:51We plan to release the alpha on December 17th.
02:56If everything goes right.
02:58So every time everything goes wrong.
03:01So I hope we will make it,
03:03because then everybody leaves for holidays.
03:06So we must do it.
03:08We would like to give it to you as a Christmas present.
03:12In case that something goes wrong,
03:15it will be three weeks later.
03:17So hopefully we will make it.
03:19So we were planning.
03:21We were planning a lot.
03:22We realized that we have a big...
03:26Well, big.
03:27We have some problems with our current planning.
03:30So we've invited a certified Scrum Master.
03:33The guy who wrote all the spam to everyone.
03:36So we invited him over here.
03:38and we were planning all over again.
03:44The whole game was planned again.
03:47All the features were planned again.
03:48We've kind of changed the system how we work.
03:51We use agile planning.
03:54So now everybody is much more involved.
03:59So before that we were planning to decorate our walls or offices.
04:02and now we don't need to,
04:05because there are stickers all over it.
04:07Basically we have user stories on the walls
04:11with little stickers explaining,
04:14like the user story says something about the feature,
04:18what we need to implement
04:19and then there are little stickers for the people,
04:22what to do.
04:22So I don't know.
04:23If we have alchemy, there is a...
04:26As a user I want to make potions and all that stuff.
04:29And then we have stickers like create the potions,
04:32make the recipes, create graphics
04:33and people take those stickers,
04:35stick them on their own walls.
04:37It's a very complicated system,
04:39but it seems to work
04:41and most of the people are happy about it.
04:45So let's hope that it will improve our processes.
04:50Another thing we've been working on is the motion capture.
04:53We've changed the setup in our cave
04:55where we take the captures.
04:57So now we are able to shoot people
05:00and see them on the wall
05:03in projection in a game
05:06or basically in 3D.
05:08So...
05:08And we can see them from the first person view.
05:11So for example,
05:12if somebody is doing motion capturing sword fighting,
05:15we see how it will look from the player's perspective,
05:18which is awesome.
05:19And so we started to capture animations for the combat,
05:23for the first weapon.
05:24And we will see how it works
05:26and hopefully soon we will have something
05:29that will look much better than the combat
05:32that we had previously
05:33because it was just temporary handmade animations
05:35and it didn't look as well as we would like to.
05:39We are doing a lot of concept art right now.
05:42Just today the artists put a large,
05:47like really large,
05:48several meters large map on their wall
05:50and they are trying to cover every region of the map
05:54with goals
05:57and they are preparing concept art for every part of the map.
06:00so this is hopefully going pretty well as well.
06:06Another thing is writing and lectures.
06:09I had a lot of lectures last month.
06:12There was a Czech game developer session
06:15where I have a speech about our failures in game design.
06:19It's in English and it's going to be public on YouTube soon,
06:22so hopefully it could be interesting for you.
06:24I had also lecture at ZIAST TWOF GEAR COMPUTEROVICH in Poland,
06:31which was something like Polish GDC,
06:34where I was talking about our Kickstarter campaign
06:36and I also had a speech about our Kickstarter campaign
06:39on Nordic e-commerce convention,
06:44which is already public on YouTube,
06:47so if you want to know our story,
06:49you can check it as well.
06:50In the Czech game developer session,
06:54speech or talk,
06:56I was showing our design tool,
06:59which is something we are working for last year.
07:03It's a tool that enables us to write design,
07:06non-linear dialogues
07:07and basically wrote the whole game design,
07:11including the screenplay for the game
07:14and directly export it to the game.
07:17So you write the dialogue and you can play it in a game
07:20with characters and select different options.
07:23We also finally completed writing the story overview,
07:28which may sound scary that we are doing it right now,
07:30but for so far we had very long story concept,
07:38but in some areas it was kind of brief
07:40and before we start to write quest,
07:43final version of the quest,
07:44we need to have more polished version.
07:48Right now we have it.
07:49it's like 50 pages long,
07:52it outlines the whole story pretty well,
07:56with a lot of details,
07:58so most of the stuff is clear right now,
08:02we know all the characters,
08:04all the important events in the storyline,
08:07and we have the same stuff even for the side quest,
08:10so writing itself should go much smoothly right now,
08:17because everything is prepared and planned,
08:20and every single story branch is,
08:24we know where it will lead and how it will end.
08:27I started writing quest myself finally,
08:31very late,
08:35but it's very different to write non-linear quest,
08:40with a lot of branching dialogues,
08:42it's very different.
08:42We have a lot of problems that you don't have
08:47when you are writing something linear,
08:49and some of them are really weird,
08:54because I've wrote branching dialogues before,
08:57but they were not as complicated as the ones we are writing right now,
09:01so what happens is that we have a very sophisticated system of roles,
09:07so we don't have to write everything multiple times,
09:11so when there is something that more people say,
09:15we write role,
09:16and basically a lot of dialogues are combinations of these roles,
09:20so we only write the quest unique stuff,
09:23or character unique stuff,
09:25but then different branches of the dialogues unlock,
09:31and other dialogues somewhere else with different people,
09:35there is a lot of branches and a lot of options,
09:41and as I said, we developed our own tool for writing branching dialogues,
09:46but even with this tool,
09:47it's quite complicated to not get lost in it,
09:51and cover all the options,
09:52so it takes a little bit more time than when,
09:57well, a little bit, a lot more time than when you are writing
10:00classic linear movie script,
10:03or linear game script.
10:05I have also a good news,
10:07we finally managed to run the console version of the game,
10:15which is a good news,
10:17the bad news is that it's running five frames per second,
10:22and it crashes after several, like a minute,
10:28but it's a good start,
10:33it's normal, I would say,
10:35we need to optimize it,
10:36we need to kind of synchronize the stuff that we were doing just for the PC,
10:43with the console hardware,
10:47and the good thing is that it's running,
10:49and it seems that,
10:51and you can see it on the,
10:52when you run it on your PC,
10:53that it's not that hardware demanding,
10:56so I think that the same version
10:58should be possible on the consoles as well.
11:01You may have noticed that we haven't updated
11:04stretch goal when we reached our last one.
11:11We reached it much sooner than we expected,
11:13and now we are like, I don't know,
11:15fifty thousand dollars over it,
11:17or even more,
11:19I'm not sure,
11:20but we were thinking very a lot,
11:26what's the next stretch goal should be.
11:29The problem is that we need to come up with something reasonable,
11:32which doesn't take much work,
11:36because right now we have already too much work,
11:40even with more money,
11:42the complicated goals would probably prolong already long development,
11:50and on the other hand,
11:51it needs to be something attractive,
11:54and so the idea was that one of the easier features
12:02that would be cool enough for people to have,
12:06would be third-person view,
12:09but we were not sure how it will be accepted,
12:12because we are advertising the game as a first-person.
12:16I am preferring the first-person view as well,
12:20but a lot of people asked about third-person
12:21and how cool would it be if we had it,
12:23so I was like, okay,
12:25because we internally have third-person view for testing,
12:29especially the combat system.
12:31So, since we were not sure,
12:34if some people would not be angry at us,
12:38I asked on our forum in a poll,
12:40you can still vote there,
12:42what people think about it.
12:43and I expected either that everyone will hate it or everyone will love it,
12:52but I haven't expected the fact that it will be split in the middle,
13:00so there is like 25% who love it,
13:0221% people who hate it, absolutely no way,
13:06and the rest don't care,
13:09so theoretically there is more people that either don't care or love it,
13:14but practically I don't want to piss off 20% of our hardcore customers,
13:20so we will probably not do it at least now,
13:27but there were also voices that we probably should give stretch goals a rest for at least for a while,
13:34because right now they don't seem to be reasonable,
13:40I would say.
13:41It will mean either more work or they would be pointless.
13:46We can make a lot of non-interesting stretch goals
13:50that will probably be just to be,
13:54and nobody would care,
13:56so right now we are leaving the stretch goals,
14:00well there are no stretch goals,
14:04and if we will think about something interesting and achievable,
14:10we will make it a stretch goal later,
14:12or if we will reach some phase where something interesting will appear,
14:16or there will be possibility to do something,
14:19if we have a little bit more money,
14:20we will put a stretch goal there,
14:22it will be cool,
14:24but we don't want to have them just to have them.
14:30Right now it doesn't seem reasonable,
14:32so we will leave it for a while.
14:34Okay, that's about it for today.
14:37Hope you like what you heard and saw.
14:40Thank you for your amazing support and see you soon.
14:55Thank you.
Commenti