00:04Hi, I'm the Creative Director of Cyaen성.
00:08Hello, I'm the Perfection Director of Cyaen성.
00:12We're going to talk about the 1st of the year and the 5th of July.
00:17The beta build was the new alpha build of the new content.
00:21to add more content to the original game that can be used as a player that can be able to
00:27develop a build.
00:29Now, let me introduce one more time.
00:52Weapons and combat are what you had the most to say about, so we've added content and made improvements to
00:57both.
00:58We've adjusted the tempo of combat animations, such as the player's weapon attacks and head stomping, and improved animations overall.
01:06We've also aimed to reduce friction by enhancing the responsiveness of controls.
01:11To compensate for the player's faster combat abilities, we've made zombies a little more durable to keep the overall pace
01:18of combat the same.
01:19Through these continuous improvements, we are striving to create combat that feels challenging, thrilling, and fitting for a gritty survival
01:27game.
01:29During this development sprint, we've added one-handed swords and halberds, and plan to continue adding more weapons so that
01:36players can discover and experiment with various medieval melee tools.
01:40We've also added unique animations for each weapon type, plus stats such as damage, stopping power, and durability.
01:47Players will need to choose their weapons carefully to optimize their chances of survival.
01:55We've also added a shouting action to lure zombies where you want them.
02:00Much work has also been done on the physics engine, which is one of God Save Birmingham's most important and
02:06unique features.
02:07We've enhanced the physics simulations for the grappling system, which governs how zombies grab, cling to, and attempt to drag
02:14the player down.
02:16We've refined the technical mechanisms that control how zombies will attempt to fight the player, and added new ways to
02:22break out of grapples, adding depth to close-range combat.
02:26We've also made various enhancements to the in-game physics engine.
02:30For example, lifting the bottom box in a stack or swinging a chair into zombies will now consume more stamina,
02:37giving the system a more realistic feel.
02:40You can now place and move ladders freely at any desired location, rather than being limited to specific spots.
02:47This was surprisingly tricky to develop.
02:50To make things as realistic as possible, the system runs physics simulations on ladders even while they're in use, to
02:57allow for things like zombies knocking over your ladder while you climb.
03:00You'll have to use ladders carefully to avoid injury.
03:05In this development sprint, a new feature has been added that allows you to freely move through windows.
03:10If a building doors are locked or blocked by a hoard, you now have another escape route.
03:16Through this sprint, significant improvements have been made to the crafting systems and content.
03:22Within God Save Birmingham, you can experience three types of advanced crafting.
03:27Carpentry, blacksmithing, and tailoring, which will each aid you in your survival in unique ways.
03:33Unlike standard crafting, advanced crafting will require you to find crafting stations scattered in homes and buildings throughout the town.
03:42In this development milestone, we've added a significant amount of content and features related to survival, which is the core
03:49of the game.
03:50Chickens have been added as player livestock.
03:53To raise chickens, you'll have to find or build a chicken coop, after which they'll produce eggs at regular intervals.
03:59But you'll have to select a location for your coop carefully to avoid noisy birds attracting unwanted attention from zombies.
04:09We've made major developments to the weather system, which is closely tied to survival.
04:14Players will now experience conditions including clear, cloudy, light rain, heavy rain, and fog.
04:20On foggy days, zombies' visual perception is impaired.
04:24On rainy days, low temperatures will require extra attention to maintain body temperature, and new survival actions become possible, such
04:32as gathering rain to make drinking water.
04:35Time and daily weather patterns will continuously affect the ambient temperature.
04:40If the player is exposed to the cold for too long, it will begin to threaten their health.
04:45To survive, you'll have to take actions to maintain body temperature, such as dressing properly and warming indoor environments by
04:52lighting a fire.
04:54Just as starting a fire has become more important, so has handling it carefully.
04:59Fire can now spread to wooden objects, and the player can suffer burns if they get too close.
05:05So you'll have to arrange objects carefully when igniting a fire.
05:09We've now added various historically accurate medieval beverages.
05:13Alcohol can quench thirst and reduce the character's mental stress.
05:17However, excessive drinking can cause the player to become intoxicated, making survival more difficult.
05:23So remember to drink in moderation.
05:26We've further enhanced the existing sleep system.
05:29You can now improve the quality of your sleep by finding or crafting a quality bed.
05:34Additionally, you must maintain a warm indoor temperature and create an environment safe from zombies to ensure quality sleep and
05:43maintain your character's health.
05:45It's now possible to gather fruits and vegetables via foraging.
05:49You can collect wild berries from the forest outside town and vegetables from gardens throughout.
05:55Foraged plants won't start rotting until they've been picked, so it's up to you to pick them at the right
06:00time or process them for long-term preservation.
06:04We now interact with the river flowing through town.
06:07You can draw and drink the water, however the water quality is poor, and drinking it may cause an upset
06:13stomach.
06:15Fortunately, the stream water is great for cleaning yourself, making it a solid choice to visit any time you need
06:20a quick wash.
06:22We've developed a new system for generating survival supplies within the village using fixed rules and random generation.
06:29We plan to continuously test and refine this system throughout the game's life to ensure players are experiencing challenging and
06:37exciting gameplay.
06:40We've improved the guide journal system, first introduced during the alpha phase by incorporating feedback from testing results.
06:47Designed to provide minimal guidance to players entering the sandbox environment for the first time, the guide journal will function
06:54as a light tutorial and the story delivery mechanism.
06:58While gameplay would be possible without completing the guide journal quests, it's intended to assist players in acquiring essential game
07:06knowledge and adapting to the environment during their initial playthrough.
07:10Although it's not yet playable in this build, we've started developing co-op functionality.
07:16Once the multiplayer feature is stabilized, we plan to create an opportunity for players to experience it first hand through
07:22an open test.
07:24Before we start to create a new set of materials we're ready to create an open test.
07:35When the developers are the main tool to create a new set of activities, we can connect through the new
07:38set of new set of new sets.
07:39After the first time I started creating a new set of new set of new sets, we worked with the
07:45new set of new set.
07:48In the new set of new set in space, we wanted to be able to create a new set of
07:49new set for new set of new set.
07:50Thank you very much.
07:51And I'll see you soon.
07:53I'll see you soon.
07:55I'll see you soon.
07:56I'll see you soon.
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