- vor 9 Stunden
Kategorie
🎮️
VideospieleTranskript
00:04In 2002, the small team at Bethesda Game Studios released The Elder Scrolls III, Morrowind,
00:10believing it would be the studio's swan song before closing its doors forever.
00:16It was bittersweet, but believing this would be their final project,
00:20the development team had the freedom to take creative risks and make the game they truly wanted to make.
00:26The end result? A major commercial hit that not only saved the studio,
00:31but is still loved and played by new and returning fans nearly a quarter century later.
00:37Praised for its unique setting, strong storytelling, and inventive worldbuilding,
00:42Morrowind would usher in a new era of open-world RPGs.
00:47Four years after Morrowind's release, Bethesda followed it up with beloved RPG classic,
00:52The Elder Scrolls IV Oblivion.
00:54Then, in 2011, Bethesda released The Elder Scrolls V, Skyrim,
01:00a game that marked a significant leap forward in visual fidelity from the studio's earlier titles
01:05and left an indelible impression on an entire generation of players.
01:12From that moment on, many new and long-time fans found themselves wondering the same thing.
01:18What would Morrowind have been like if those tools and technologies were available in 2002?
01:25In an effort to answer that question, Skywind was born.
01:37Hello, and welcome to another installment of Skywind's The Road So Far series,
01:42where we take a look at the work that's been done since our last update and what we have left
01:46to do.
01:47If this is your first time here, we're glad you've joined us.
01:50If you've been following us for a while, welcome back.
01:54Since our last update video in 2024, we've received many requests for another in-depth look at how the project
02:01is progressing.
02:02So today, we're excited to share where we're currently at and what we're focusing on next.
02:08In our previous update video, we gave an in-depth summary of the project's history,
02:12from its initial concept by the original team of volunteers to the work of hundreds of volunteer contributors today.
02:19We highly recommend checking it out and have linked it in the description below.
02:23With that, let's take a look at each department and where Skywind as a whole stands today.
02:36Skywind
02:41One of the 2D team's largest responsibilities has been creating the concept art for Skywind's assets,
02:47from buildings and furniture,
02:51to armor
02:53and creatures.
02:55The team has also contributed paintings,
03:01book illustrations,
03:05notes,
03:08posters
03:11and other in-game artwork that add character and help make the world feel lived in.
03:18In our 2024 update, the department was 97% complete, with only the Redoran interior tileset remaining.
03:26We're happy to report that this final tileset concept work is now complete,
03:30as well as almost all other necessary 2D tasks for the entire base game.
03:34With this, the 2D team has mostly shifted to working on non-essential extra tasks and the DLCs,
03:41while tying up the occasional loose ends if we notice any gaps in base game content.
03:46Additional creative tasks have included
03:48new decals for unique locations,
03:51maps and guides,
03:55texture variations for furniture and creatures,
04:00as well as tattoos and scarification designs.
04:04These extras are made as requests come up while other departments are still working,
04:08and aren't holding up a release.
04:17Using the 2D team's concept art, the 3D art department creates the models and assets that appear in-game.
04:25Since our 2024 update, a lot of progress has been made by the 3D team.
04:34Work on Morrowind's unique Daedric Helms is nearly complete,
04:38as are the Daedric weapons,
04:40marking the final base weapon sets to be modeled for Skywind.
04:45Unique set pieces for Ebonheart have been finished and implemented,
04:49along with essential creatures, like the Quarma Queen,
04:51Ascended Sleeper,
04:52and certain unique and important NPCs.
04:57Another important milestone is the completion of the Redoran interior tileset,
05:01including room sets, huts, and various unique buildings,
05:04which had been a long-standing bottleneck,
05:06and work can now resume in many areas that had previously been on hold.
05:11With this, 28 of 30 tilesets are now complete,
05:15leaving only the Dunmer Stronghold interiors and exteriors,
05:18which have already seen significant progress,
05:21with clutter finalized and most meshes complete and testing underway.
05:26For our remaining 3D assets, here is where we're at in comparison to 2024.
05:36The largest remaining category is still clothing,
05:39though thanks to major efforts this past year, these are roughly 75% complete.
05:47There is still a lot of work left, however,
05:50and we're actively looking for artists experienced with 3D clothing assets
05:53to help create the remaining pieces from our concept art.
05:59Interested in helping out, but unsure about sending in a full application?
06:02We have a new public 3D bounty board in our Discord server.
06:06Here you can read more about some of the remaining assets,
06:09see specific instructions for each piece,
06:10and if you're looking to take on a challenge, send in your own contribution.
06:27Using assets created by the art teams, the level design team constructs the cities,
06:32buildings,
06:35wilderness areas,
06:37and interior locations that players will explore across Vvardenfell.
06:42Skywind's exterior world is divided into 13 regions.
06:46Since our 2024 update, most of these areas have entered their final stages of completion,
06:51with 10 of the 13 regions sitting at between 90 and 100% finished, including Sheogorad
06:59and the Grazelands.
07:03Work continues in Zaferbel Bay
07:07and the Western Ashlands,
07:12while Red Mountain will likely be the final region to wrap up.
07:19Interior work is also advancing steadily.
07:22Here is how the cell count compares between 2024 and 2026.
07:31In total, only 4% of our 1,256 interior cells are left awaiting work,
07:38with 16% currently undergoing level design.
07:41The remaining locations are awaiting final reviews for touch-ups,
07:45to ensure they meet our standards,
07:46and QA to ensure quality.
07:50Here are some newly finished locations that have been sent off for nav mashing and optimization.
08:06As a whole, the level design department sits at an overall exterior completion of 86%,
08:12while the finished interiors that have moved through to other review stages are at 79%.
08:27Once locations have been built by the level design team, they need to be pathed,
08:31so that NPCs and creatures can properly navigate them.
08:36This requires carefully placed navigation meshes, both for interiors and exteriors.
08:44The navmesh team also handles level optimization, allowing computers to know when to render specific
08:51areas, which helps improve the game's overall performance.
08:55Here is how the exterior navmeshing has progressed since August of 2020.
09:12Since our last update, interior navmeshing has advanced strongly,
09:16and both interior and exteriors have now reached roughly 75% completion.
09:21The team continues to work closely with level designers,
09:24beginning work on new areas as soon as they become available.
09:35One of the defining features of Morrowind was its wide variety of creatures,
09:39each with its own distinct look and behavior.
09:48For Skywind, our animation team is responsible for bringing those creatures to life.
09:54Many of the creatures of Skywind use existing skeletons from Skyrim,
09:58allowing them to take advantage of animations already present in the engine.
10:03Others require entirely unique movement and behavior,
10:07which the team supports through custom skeletons and animation rigs.
10:13In our 2024 update video, we shared our plan to create custom skeletons for 15 of the 44
10:19creatures found in Morrowind. As of today, 14 of those 15 creatures are now in various stages of
10:25completion, with the final model, the Ascended Sleeper, just having been delivered by the 3D team,
10:31allowing animation work to begin.
10:35Following our last update, a wave of talented animators joined the project,
10:40marking 2024 the department's most productive year yet, with 87 animations complete.
10:47Progress remains steady, in part due to a recent breakthrough,
10:51allowing both Blender and Maya to be used interchangeably.
10:57Today, 75% of the animations required for release are finished.
11:15Visual effects or VFX play a key role in shaping tone and atmosphere, while also supporting core
11:21gameplay systems such as Magic, making it central to the game's experience.
11:27In our 2024 update, roughly half of Skywind's spell effects were complete.
11:32Since then, the team has finished VFX for nearly all spells, with the majority already passing a final review.
11:40The work here has included making sure that spells look good in first person,
11:48third person,
11:52as well as having appropriate visuals in the inventory screen.
11:57Recent VFX work has also focused on weather,
12:03lighting,
12:07and water,
12:10expanding Skywind's environmental systems using real-world lighting data and custom sky textures.
12:17Having broken new grounds with a new weather archetype system,
12:20the team will be able to rapidly fill out all weather types for every region,
12:24ensuring productivity while maintaining equal standards.
12:29All of Skywind's lighting and weather systems are built entirely within Skyrim's vanilla engine,
12:34without relying on external lighting modifications.
12:37This means the final release of Skywind should remain fully compatible with different lighting and
12:41weather mods for Skyrim.
12:52Our sound design team helps bring the world of Vvardenfell to life through audio and SFX.
12:58From fearsome creatures,
13:05to space-bending spells,
13:12to the ambient audio that fills each location.
13:25Skywind's original sound effects hope to make you feel present in the world.
13:30In our last video, the sound effects department reported an overall completion rate of 48%,
13:35with the categories looking like this.
13:39After two years of productive work, it now looks like this.
13:44Of the remaining tasks, we've decided which are absolute must-haves.
13:49Once those must-haves are complete, SFX considers themselves ready for release.
13:54If we normalize these charts to show progress towards being release-ready,
13:58you get a better sense of just how close we are.
14:14While Morrowind's music is iconic, due to copyright, we cannot redistribute those tracks directly.
14:19However, thanks to the Dragonborn DLC adding many of Morrowind's classic adventure tracks into Skyrim,
14:25we are able to incorporate some of them for selected occasions in the game.
14:29Additionally, our composers have been creating a new score,
14:32inspired by the tone and atmosphere of the original game.
14:35These tracks shape the player's experience of the world, with music for specific regions.
14:53Different types of dungeons.
15:05As well as combat.
15:16¡No!
15:24Untertitelung des ZDF für funk, 2017
15:49Untertitelung des ZDF für funk, 2017
16:29Untertitelung des ZDF für funk, 2017
16:35Untertitelung des ZDF für funk, 2017
16:41As we mentioned in our last update video, one of the team's most exciting milestones has been successfully integrating Morrowind's
16:47original layered armor slot system into Skywind.
16:50That means, yes, just like the original Morrowind, you'll be able to equip two different gloves at the same time.
16:59Today, implementation continues as new assets are completed, from armor and weapons, to clothing,
17:13and environmental pieces.
17:20Currently, all implementation work is handled by just 14 members, with many finished assets awaiting implementation.
17:26So we're always looking for contributors with experience using Nifscope who might be able to help.
17:40The writing team is responsible for adapting and expanding text and dialogue from the original Morrowind,
17:45including quests,
17:48books,
17:53item descriptions,
17:58dialogue,
18:02and other in-game writing.
18:08We're happy to report that all major writing work for the base game is now complete.
18:14Currently, the team is working on finishing item descriptions,
18:17formatting the vast library of in-game books,
18:19and proofreading text to ensure consistency across the entire project,
18:23but will soon shift their attention to the Tribunal and Blood Moon expansions.
18:28These expansions will be developed as post-release content and will not delay the release of Skywind's base game.
18:48Once our writing team finalizes a script,
18:50it's passed to one of our many voice actors who then bring their characters to life.
18:56All Outlanders are looking for the old Deep Elf places.
19:01Have you heard of Nichardums?
19:04Maybe not.
19:05Maybe you will be surprised when you see it.
19:09It is just a social club.
19:11We like the finer things in life.
19:14Those who join this club,
19:15they must know how to get the finer things in life.
19:20Foyada Mamea is a volcanic ravine
19:23that runs from the top of Red Mountain,
19:25southwest to its end,
19:27just below Balmora.
19:29An old Dwemer bridge crosses the Foyada near Fort Moomah.
19:34In Skywind, each of the approximately 3,000 NPCs
19:38will be fully voiced by real people with zero use of AI.
19:42This is thanks to the work of nearly 300 volunteer voice actors over the span of 10 years.
19:50Last year, the team reached a major milestone.
19:53Every role in the base game was fully cast and assigned,
19:57so we are no longer seeking voice actors.
20:00Since 2024, there's been steady progress in voice actor submissions.
20:04Right now, there are only three actors left still working on their initial recordings,
20:09and about 50 who are in the retake stage.
20:11That is, recording corrections for errors, background noises, or missing lines.
20:18Despite this massive undertaking,
20:20and contrary to popular assumptions,
20:22voice acting should be one of the first departments to finish.
20:35Once a voice actor submits their recorded performance,
20:38the work moves to another stage of the pipeline,
20:40known as file cutting,
20:42which can best be described as voice acting quality assurance.
20:46During the file cutting process,
20:48the team reviews each line to ensure it follows the script exactly
20:51and meets the project's audio standards,
20:53checking for pronunciation, sound quality, and other irregularities
20:57before preparing the files for implementation.
21:02The department has seen a steady stream of new recordings
21:05as more actors complete their roles,
21:07and the team has kept pace with the growing volume of dialogue.
21:11At this point, over 90% of file cutting work has been completed,
21:15with the remaining tasks either in progress
21:17or awaiting the final voice submissions.
21:28Once approved by file cutting,
21:30voice lines are mixed and mastered
21:31so that dialogue sounds clean, clear, and consistent
21:35with the rest of the game.
21:37The blightstorms have been really bad this year.
21:39My friend who makes the mark on pilgrimage every year
21:42got caught in a real doozy.
21:44He was in a pretty bad way
21:46until they got him back to a temple.
21:49With Skywind being fully voiced,
21:51a combined total of 184,714 individual lines of dialogue
21:58will eventually need processing.
22:00As mentioned in our 2024 update,
22:03voice mastering had become one of the project's major bottlenecks,
22:06and the original workflow was far too slow
22:09to keep pace with Skywind's scale.
22:13Since shifting to batch processing for non-major characters
22:16and with new dedicated leadership,
22:18the department is working hard to streamline production.
22:22Currently, over 22,000 lines of dialogue
22:25have made it fully through the mastering process,
22:27representing around 12% of all lines.
22:31While there is still a long way to go,
22:34we have more than doubled our numbers since 2024,
22:36and we hope to continue accelerating.
22:40If you have experience with dialogue editing,
22:42mixing, or mastering,
22:44we would love to hear from you.
22:56Our quest implementation team
22:57carries out the painstaking process
22:59of building quests inside the creation kit,
23:02connecting dialogue, scripts, locations, and characters
23:06so they function correctly during gameplay.
23:10Implementation work has continued steadily
23:12across the quest lineup.
23:14While a small number of quests are currently on hold
23:17as they wait for related work in other departments,
23:20such as level design and navmesh,
23:21the vast majority are either playable
23:23or actively being implemented.
23:27At this point, over 87% of all quests
23:30are complete or undergoing QA testing,
23:33with the remaining work focusing on final testing,
23:35debugging, and polish.
23:45Behind many of Skywind's systems
23:47is the work of the coding department.
23:49If art, sound, and design provide the pieces of the world,
23:52coding is what connects those pieces together,
23:54ensuring everything functions correctly.
23:57Because the department works across so many areas of the game,
24:01it can be difficult to summarize everything
24:02that has been developed.
24:03However, several important milestones
24:06have been achieved since our last update.
24:08Over the past two years,
24:10the team has implemented a number of gameplay systems
24:12inspired by mechanics from the original Morrowind.
24:15These include the full NPC class system,
24:18allowing characters to use attributes and all 27 skills,
24:21as well as Morrowind-style traps
24:23that can be disarmed using probes.
24:27Gameplay mechanics have continued to evolve,
24:29with improvements to throwing weapons.
24:33Paralysis effects
24:38and underwater combat,
24:40which now allows the player character to perform attacks,
24:43including with ranged weapons
24:47and spells
24:48in both first
24:52and third person.
24:56Work has also continued on Skywind's UI,
24:59including character creation screens
25:02and the level-up menu.
25:07Durability and charge bars have been added to the inventory screen.
25:13And spellcrafting has continued to evolve,
25:15allowing players to create their own custom spells,
25:18specifically tailored to their own build and character.
25:23We're always interested in hearing from people
25:25with experience in game scripting,
25:27programming,
25:27or the creation engine
25:28who may be interested in contributing.
25:43Quality Assurance, or QA,
25:45is the final start for almost everything that enters the game.
25:49The QA team works alongside other departments,
25:52testing content as it becomes available
25:53to ensure everything functions as intended.
25:58This includes checking level design cells
26:00for bugs and visual issues,
26:03verifying that NPCs can navigate environments correctly,
26:09and confirming that characters and creatures
26:12behave as expected.
26:19The QA team also works on making sure
26:21that quests are playable and properly tracked.
26:25In 2024,
26:27the department had completed a first pass
26:29on roughly 235 quests.
26:32Today,
26:33320 out of the 484 total quests
26:37have undergone a first QA pass.
26:40Level design testing is also well underway.
26:43with approximately 300 interior cells
26:45having undergone a first pass.
26:47But new tasks arrive
26:48as the level design and nav meshing departments
26:51are making steady progress.
26:54With the workload growing,
26:55the QA team is always happy
26:57to welcome additional testers
26:58to help ensure the final game
26:59is as stable and polished as possible.
27:10Although Skywind's voice acting
27:12will remain in English,
27:13volunteers from around the world
27:14are translating all in-game text,
27:17like dialogues,
27:20menus,
27:23and item descriptions
27:24into many languages,
27:26allowing players to experience this world
27:28in their native tongue.
27:33While localization will not delay
27:34the release of the base game,
27:36our goal is to support
27:37as many languages as possible at launch.
27:39Here's a look at some of our current language teams
27:42and their progress.
27:44Several additional languages
27:45also have smaller translation efforts underway.
27:50Many teams could benefit
27:51from more volunteer translators,
27:53particularly for French,
27:55Italian,
27:55German,
27:56Spanish,
27:57Russian,
27:58Polish,
27:59and Brazilian Portuguese.
28:00If you have experience
28:02with writing in these
28:03or another language,
28:04we'd love to hear from you.
28:17While most departments
28:18focus on building the game itself,
28:20the media team helps keep
28:21the community informed
28:22about Skywind's progress.
28:24That includes producing update videos
28:26like this one
28:27and managing the project's presence
28:28across social media.
28:30This ongoing visibility
28:32has been one of the most important ways
28:34Skywind continues to attract
28:36new contributors,
28:37artists,
28:38developers,
28:39and creators
28:39year after year.
28:41If you don't have time
28:42to apply to the team yourself,
28:44engaging with our posts
28:45and videos
28:46and spreading the word
28:47about the project
28:47through social media
28:48is a great way to help us out.
28:51Additionally,
28:52the media department
28:53also includes
28:53a dedicated wiki team
28:55documenting concept art,
28:56development,
28:57and other aspects of the project
28:58to serve as a guide
29:00for future players
29:01as well as to help preserve
29:02a bit of the history
29:03of the efforts
29:03that made this idea
29:04come to be.
29:16Here is a summary
29:17of where each department
29:18stands as of 2026.
29:45across all departments,
29:47the most difficult groundwork
29:49is already in place,
29:50allowing more pieces of Skywind
29:51to move toward completion.
29:53In 2026,
29:55progress on the project
29:56remains steady,
29:56but a handful of bottlenecks
29:58still stand in our way.
30:01A common misconception
30:02is that Skywind
30:03has been worked on
30:04by the same small group
30:05of people
30:05steadily chipping away at it
30:07for over a decade.
30:09In reality,
30:10the project has functioned
30:11more like a relay race,
30:12with the initial contributors
30:14having long since passed the baton.
30:16Over the years,
30:18more than a thousand contributors
30:19have given what they could,
30:20when they could,
30:21to an idea they believed in.
30:23Today,
30:24nearly every active volunteer
30:26was once a follower
30:27of the project,
30:28just like you.
30:28And the hurdles ahead
30:30can only be overcome
30:31as long as people,
30:32like you,
30:33continue to volunteer.
30:35In particular,
30:36our team is in need
30:37of 3D artists
30:38creating final game-ready
30:40assets and clothing,
30:41asset implementers
30:42who bring finished assets,
30:44quests,
30:44and systems into the game,
30:46dialogue editors
30:47who can help mix
30:48and master voice lines,
30:50programmers,
30:51especially for work
30:52on systems like
30:53NPC scheduling
30:54and behavior,
30:55and QA testers
30:56whose work is essential
30:57for identifying issues,
30:59maintaining consistency,
31:00and ensuring
31:01overall stability.
31:04To learn more,
31:06visit our website,
31:08tesrskywind.com,
31:09or join our Discord server
31:11at the link below.
31:14Looking forward,
31:15development continues
31:16across the project,
31:17with several exciting areas
31:18gaining new momentum.
31:20Most notably,
31:21since wrapping up
31:22core base game tasks,
31:23our 2D art team
31:24and writing team
31:25are starting work
31:26on the Blood Moon
31:27and Tribunal expansions,
31:28a milestone that's been
31:29eagerly anticipated
31:30for many years.
31:32The expansions are planned
31:34as part of a post-release update
31:35worked on when
31:36departments finish
31:37the base game content,
31:38and thus won't cause
31:40any delays to Skywind's release.
31:50Skywind exists today
31:51for the same reason it began,
31:53a shared love
31:54of The Elder Scrolls 3
31:55and a desire to experience
31:57its world and story
31:58for the first time
31:59all over again.
32:00Like the game
32:02that inspired it,
32:03Skywind is the result
32:04of creativity,
32:05persistence,
32:07collaboration,
32:08perhaps a little risk,
32:10shaped by many hands
32:11over many years,
32:12each one leaving their mark
32:14before passing the torch.
32:16Every contribution matters,
32:18every step forward counts,
32:20and together,
32:21they bring Skywind
32:23closer to the vision
32:24that started it all.
32:26Thank you for watching,
32:27thank you for your patience,
32:29and thank you for being part
32:31of this journey.
32:32We'll see you again
32:33on the road ahead,
32:34and eventually,
32:36in Vvardenfell.
32:38The Ad först Sweet
32:38==
32:38==
32:38==
32:38==
32:38==
32:44==
32:45==
32:46==
32:47==
32:48==
32:49==
Kommentare