00:01I knew this was going to happen because I had three words
00:04and now I need to remember what they were
00:06Adventure, Survival
00:09Windbound for me is probably about exploration, discovery and adventure
00:14Ancient? No
00:15I'll go with Mystic
00:18Windbound is a crafting survival game that marries the experience of the open world procedurally generated experience
00:27with a story and narrative that drives you through the whole adventure
00:33and coupling that with you being on a boat carrying your base through the whole thing as you go
00:39makes it a really unique experience
00:43So when we started we basically just had Kara, the protagonist, collecting resources
00:49crafting slings and bow and arrows and kind of things like that
00:53That was great but at some point Mitch looked out onto the the ocean that was surrounding the island and
00:59said
00:59Well, I kind of want to go out there
01:03So at the beginning of the game Kara finds herself shipwrecked and basically just needs to survive
01:08She comes from a people who have made their living living off the land
01:13They're hunters and gatherers but then they also just as much as important as the land to them is the
01:19sea
01:19We wanted her to be a character that was able to survive in a situation
01:25She isn't completely out of her depth
01:27So when she washes up on shore
01:30She knows what she needs to do to hunt and gather food to survive
01:34She knows the resources she needs to start crafting her initial canoe and to start crafting sails
01:40And to eventually get off that first island onto the next and the next until she can eventually
01:45make her way back to her family
01:52Early on when you first start the game you'll more or less see the same types of islands
01:56So it is procedurally generated
01:58But then as you play through the game there'll be more types of islands with different biomes and different visuals
02:04and lighting
02:06It's quite intentionally very
02:09friendly early on and then as you progress through the game just start getting introduced to more obstacles within the
02:15environment
02:15Both the environment itself and the creatures
02:18Make things feel more hostile
02:20So as the play goes through they'll go through forests and deserts and swamps
02:23And savannery kind of landscapes
02:26And every player will see that differently going more into the belly of the beast as you're going through it
02:43When we initially came up with the idea with the boat
02:45I'd been going out on a few sailing adventures with my brother and a lake near his place
02:52As soon as we mentioned the idea of putting a boat into the game
02:55I immediately wanted to try and replicate having that experience of really
03:00Raising and lowering the sails and tightening the sails in and out
03:04Once you get your head around how that actually works is really rewarding a really fun experience
03:10The boat was a great a great way to
03:13Have players be able to still get that level of commitment and investment in something that they they care about
03:20And rely on
03:23But also be able to not feel tied down to one single location
03:28Obviously there are still risks involved like you you've got reefs and you've got rocks and you've got waves and
03:35all that sort of thing
03:37Which don't play nice with a boat
03:39But you're never tied down to one place you you rely on your boat to not only collect resources
03:45But it's it's also your way to to get back home ultimately
03:51Working on the creatures especially I think is probably my favorite part as well as being the most challenging
03:55They've all got this level of kind of a bit of familiarity
03:59But they're also very obviously distinct and different from the things you might expect to see
04:03The the blink at the sort of little rabbit thing
04:06That's actually just me going like
04:08Oh
04:10And you speed it up you get this
04:13Sort of thing
04:15Rather than being covered in regular fur you'll see on their ears they've got like these sort of we call
04:20them blink fronds
04:21They're almost like a feathery type of thing then you'll use that for crafting a um crafting your arrows and
04:27things like that
04:28Pondwompers which will buy a toxic sort of sludge at at Cara and
04:34Temporarily poison her or anything else that's around it's got this big burp it does
04:39And so I actually had to do this sort of
04:43Sound and slow that right down and then it sounds like this giant tremendous burp
05:03Oh
05:08Having the the Nautilus there was
05:12One of the things we had right at the very beginning
05:14Yeah, the the idea of having this big creature that played some part in the story
05:19And how you got through the world was something that was there right from the very beginning
05:26The Nautilus she finds out more about it as she plays through the game and more about
05:31uh the world that she's in and the the nature of the storms and and everything around her
05:37It's obviously got a lot of um power behind it uh it's something that uh gives the gives the impression
05:44of
05:45being ancient perhaps doesn't take kindly to the the presence of Cara or her tribe sailing so closely
05:53I would hesitate to say more than that without just telling you what happens at the end
05:59So
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