Gady: Hello everybody
This is Gady
and welcome to the first community spotlight
Tsunamayo: Hello guys, what is going on?
Gady: Community spotlights will be segments where we take a look at what the community has been up to
We'll showcase some ships and share some general building tips
Since this is our first instalment, many, many of you had so many questions
We decided to dedicate this whole episode to answering them
We received many questions like: When will the game be out?
Or: When will this feature be added?
We cannot answer those questions at the moment
Because the game is still way too early in development
But hopefully you could give us some more information?
Tsunamayo: Yeah
I can give maybe a little bit more information on the timeline
But basically as you know so the game is really in full development so it's...
We're not close to pre-alpha I say
I say pre-alpha but it means the real alpha is quite huh quite far away
And to continue development I will need to do a kickstarter huh so very soon, so hopefully in the...
in the next month or maybe, maybe in July So I just have a few more stuff that I want to show
And... and then to work on the PR stuff for the kickstarter basically
And then, depending on the... depending on how well the kickstarter went there will be a
Something, at least 6 months I think before I can get the game on Steam
So we are... So it's a very rough estimate so obviously it will most likely change
But yeah we are talking...
Gady: So yeah we cannot give exact dates 'cause it's just too vague Tsunamayo: Yeah yeah so...
First half of next year most likely so maybe a bit more depending on how well the kickstarter went
Knowing that we'll most likely do a private testing phase
For the backers
That are interested in that. So before the game is officially on sale on Steam
and it will be in early access launch because I think that's what suits the best for this kind of game
I don't think that's good for every type of game out there
but for voxel building I think it's really a good thing to have player input and build the game as players are playing it
Gady: Early access is a bit of a buzzword since there are many many low effort submissions and frankly shitty games out there
But we are aiming at giving you guys the best possible experience
Tsunamayo: Yeah yeah yeah, exactly
Gady: I'll start with the questions if you'd like
Tsunamayo: Yeah
Gady: So these are a bit personal I guess
There are kind of in a order, yes
So...
"Anonymous" asks:
Does he prefer to be called Tsuna, Tsunamayo or François?
Tsunamayo: *laughs*
So whichever you want Tsunamayo is just really a stupid nickname I chose you know before starting the project
Basically so I can answer also to the second question at the same time because they're a bit related
This is the name of what we call onigiri in Japan so it's like a small rice with huh in the case of tsunamayo with some tuna
So the fish and mayo so it's huh really good and I like to eat that
and so that was my pseudo but it's not at all a pseudo I was using for 10 years or something like that
So I'm perfectly fine if you prefer to call me François
I don't have any real preference on that
Gady: So since you already said that we already answered the second question
"ttmm3" asks: Why Tsunamayo the nickname?
So yeah he already answered that, thank you
So we can move on to the next question
"Tatsunobu" asks:
When will testing be open again ?
Tsunamayo: Yeah so this is something that has been asked a lot so
The thing is right now I'm really focusing on delivering new exciting features for you guys
Just to show basically the potential of the game for the kickstarter
So really cool looking features That means that unfortunately I don't have really time to
To focus on bug fixing or just improving the overall experience
And this I will start to do it again after the kickstarter when I'll have to stabilize all of that basically
So
It means that most likely I will do that after the kickstarter so you will have to wait, to hold on for a few months
Before I open up the testing phase so... Yeah sorry it was really unexpected to have that many huh
That many huh how do you say... applications
And so I was a bit behind, huh under the water
Yeah huh really too many applications and I can't really review them and add them
Huh like that so it was a bit huh not anticipated so hopefully it should be better in a couple of months
And huh yeah
Gady: Ok we can move on to "Karan S'Jet's" question
His question is:
What is the current roadmap for the development of the game?
Are there plans for a more recently popular "Open Alpha-Release" early access program?
whilst in addition what can be said about the multiplayer segment of the game and its plausible release window?
Tsunamayo: Ok so I answered a bit to that question in the opening
So yes we'll do an early access release on Steam so like pretty much every game of this genre
Huh basically so
The multiplayer as you know is still quite bugged I mean it's there so the foundation is there
It's really lacking some comfort features and some bug fixing because this is really something that is tough to test when you are developing on your own
And so we need to spend more time on that
but it will defiinitely come with multiplayer but it's just too early to say how many yeah the player cap and this kind of things
And for the roadmap so
So basically the idea is that I started the game, I mean to develop the game working on the building aspect
Because this is where I had some ideas some things I wanted to test like the brick system for example
and this is also the most heavy part
Because you have a lot of features to develop and a lot of interactivity.
You need to save the player's constructions and there is a lot of stuff to do with the logic and such
So this is going well. It's not finished I mean it's still lacking some refactoring or optimization let's say but it's getting there
And at the same time I also started the exploration phase
Which is really important and so in the short term to medium term I will start to focus more on that exploration phase
So I will bring more content so for example in the coming days or weeks I will build the nebula for example to explore in the galaxy. I will do some
Refactoring for example the holomap is not friendly
the flying model or the navigation basically is not really *laughs*
Not really satisfactory
I just didn't spend enough time on it so it's perfectly normal
And so I will definitely spend more time I mean switch my focus from the building aspect to the exploration one
And then I will move on to add actual let's say traditional gameplay
So typically that means something that looks more like what Elite is doing: to spawn basically station where you can
with bulletin board you know you can do some trading some mining some bounty hunting and things like that
Gady: Yeah missions.
Tsunamayo: Yeah exactly some missions. So that is let's say the current roadmap for the next 6 months or so
and that will be also, let's say the scope for when the game will be on early access
and so I think basically there are really 2 ways to develop this kind of games:
so you either starts in space with a strong buidling component
And then once you get everything you start to tackle the survival aspect, and this is the way I chose
Or you can do the other way around so you start with survival on a planet and stuff like that and you move on later to space basically
Tsunamayo: So yes that's the ideal approach
Gady: Just like Space Engineers and Planet Nomads Tsunamayo: Yeah
Gady: So Space Engineers they started with a strong buidling mechanics and space
And later on they added planets
Tsunamayo: Yeah
Gady: And Planet Nomads, they started on planets then moved on to space
Tsunamayo: yeah exactly so it's really like Space Engineers and also Elite I think did that a little bit and maybe Starmade also
So you start in space with the strong creative because you know
In survival you're only going to survive for only 20 to 30 hours
But the building aspect can keep people interested for a hundred hours so
That was the reasoning behind let's say
So it means that planetary technology will come after
And survival also will come after
Gady: So "Mr Carbu" asks:
What would you like to do for planets?
Animal, plants, human life, maybe atmosphere?
Ok so for planets I'm quiite ambitious because I don't want like... I want planets to really add a depth to the gameplay
Planets where you can travel with your rover or fly around
And so I want a pretty good planet quality so that's why it will take time
and doing it right now wouldn't add much to the game as it is right now
so that's why you'll have to hold on for a bit
but yeah definitely atmosphere and I have a lot of different atmosphere shader implementations
that I would like to test. I really can't wait to do that because I really... This is the kind of work I love to do so
So yeah atmosphere definitely, water also
so at first I think there will be like moon-like or Mars-like kind of planets
and then on a second time
If they are still people interested in the game at that point because it's a bit more far in the future definitely some animal life
And I really want to give it a shot at procedural life generation basically
And I have some crazy ideas of gameplay around that
Basically where you
Where you do like Jurassic Park so you analyze the DNA of your animals and then you start to mess up with the DNA and create new speecies and stuff like that
But it's in the far future let's say
Gady: So "Breezebuilder" asks:
Is Linux or OSX support a possibility in the near or distant future? Please?
Tsunamayo: huh yeah add the "please" *laughs*
So yeah I'm sorry but that won't be really the focus unfortunately because it would be really too time-consuming
and really complicated to test and I really build the game around DirectX 11
And huh...
So OSX for sure Ithink it's not possible and Linux... Yeah I think it would be...
Gady: Well maybe through Wine?
Tsunamayo: Yeah through Wine but I think some people tested and it wasn't working well so...
So I prefer to say no because I really have a lot of stuff to develop
and since the game is really relying heavily on the shader technology and things like that it's really harder to do
so I prefer to say no but
huh
The... the dedicated server, I will try to have it working on Linux
because there is no front, I mean there is no graphic code and stuff so
Gady: Ok so
"Apelsinsaft" asks:
How will you balance power between different ship sizes and prevent rampant ship minmaxing?
Will power generators require a certain mass for a certain number of generators or something to that effect?
Will ship systems be very simplified so that there's not that much to minmax?
Or do you have a definite idea of how power, thrust, weapons and other things like that are going to work in the final game?
Tsunamayo: So I'm not sure to understand completly that question and especially on minmaxing
huh
so what I can say is that yes every block will have an impact on the mass and especially the
generator block or block that adds functionality to your spaceship like the shield or
or the engine or things like that will weight a lot more than just the standard block or decorative block
So that if you really stack a lot of blocks your ship will still be quite heavy
So that it won't be that maneuverable
Ok so if you want a small fighter that turns very fast, that accelerates very fast and things like that
you will have to keep the number of generators or engines a bit low
And huh...
And then there will be some blocks that can help you to improve your maneuverability or things like that but
It will... You will never be able to transform like a big heavy cruiser into...with the maneuverability of a fighter basically
So I use like logarythmic curves so that you...
The gain, the maximum gain you can have will only be relative let's say to your base stats
So I don't know if it's clear on that
And huh
Yeah and for how the power is working, and weapons and thrust
It will be quite standard I think I will have different power systems
What I really want it to have different tier levels
so basically you start to craft
a kind of a bit low level power generator and things like that
And then
so typically that requires some fuel and stuff like that and then you start to
to be able to craft more powerful generators from rarest elements
to give the player an incentive to explore
and find rare materials basically
Gady: Ok so moving on to the next question
"DreadMagus" asks:
Will there be robot pets in game to craft, etc?
Tsunamayo: *laughs*
Huh yes so actually I really want to do that at one point. It's not really high on my priority list
So typically this is most likely something yeah that will come post early access
But I think it's ok but yeah I really want to give basically an AI
Yeah so you can basically craft a
yeah artificial intelligence robot or drone
and
Gady: and maybe alien pets?
Tsunamayo: and maybe when I have indeed animal life
yeah to be able to tame some of the species will be definitely something interesting
Gady: that's pretty cool!
so we can move on to the next question
So "Korbolko" asks:
If ever or when will we see the following:
gravity, pressurisation,
modular or modifiable energy producing systems
(Example: From the Depths)
detachment of unconnected bricks, multiplayer,
more systems that can be automatised
or require other people to operate,
resource gathering and processing,
npcs and npc controlled factions,
player controlled factions, mod support,
early access,
stations and station building?
Tsunamayo: *laughs*
Ok so that's quite a long list so I will take them one by one
Without explaining too much. But gravity I mean there is already artificial gravity but it's just completly bugged for the moment so I really need to fix it
But yes pressurization... yeah!
Gady: so our gravity isn't too realistic? It's planar it works with a generator?
Tsunamayo: yeah
This I will edit, I'm not sure how
I mean if I do just a cheat so you put a gravity block with the correct vector let's say
Or if I try to do it in a more realistic way we'll see
So pressurization most likely no because it's quite complicated and we have a lot of moving stuff in Skywanderers
And I don't try to go the realistic route so most likely no... Maybe in the far future but
on the short term for sure no
Modular... It would take really a lot of time to develop because of all the moving parts basically
I mean if I add only standard blocks and then really well identify the doors and things like that it would be easier but...
in the game you can make a door with pretty much anything
So yeah it's really...
Gady: it's still way too early to decide
Tsunamayo: but yeah never say never but...
So modular or modifiable energy. I don't know From the Depths so I don't really know what it means unfortunately
I don't know if you know that game
Gady: I do not I haven't played it. I'm sorry
Yeah so Ithink he's referring to a system into another game so I'm not sure what it means
Maybe it just means you can put addons to your generators
and this is something definitely I'm considering to give more depth to that system by adding some addons blocks that will be like a basic generator block
and then you put to the side a different block that will give a boost for example
So we'll...
So yes most likely yes
"detachment of unconnected bricks" so I don't know exactly so maybe it means that when you break a link
Right now if you break a link basically the children entity just disappear but it's just because I didn't spend time doing that
But I will...
I will... I will add it no problem. "multiplayer" so yes
"more systems that can be automatised or require other people to operate" yes yes
I really want you to play with your friends on the same spaceship
Where there would be a pilot, some people manning the turrets or huh
Or weapons systems or things like this
"resource gathering and processing" so yes also
So I want to add some mining and then you have to
to process basically the mining output and so you will put some piping between some blocks to transform the resources
and to be able to craft like mini-factories to craft blocks
"NPCs factions" yes also
"Players controlled factiions" so not for now
But this is definitely something that will interest a lot of people but
that won't be the... I mean high priority on the list
So not on the short term
"mod support" also but it will depend on how well the game is doing obviously
"early access" yes and "stations and station building" yes
Gady: Actually station building is already in the game?
Tsunamayo: yeah
So we'll have stations so you can... I really want to have stations as hub for people so you can
take missions, buy new schematics or new ships and things like this
Gady: So. We can move on to the next question again
"Fen" asks:
Is a ship integrated simple/retro virtual machine like in Notch's 0x10c to remotely program and control ships,
exchange programs/mini games and so on something that would be interesting to add to your game, why/why not?
Tsunamayo: ok so I really like this idea this is very appealing
and I wanted to think how to do that at one point but it's not something I will do on the short term for sure. So most likely post early access
because it's a bit... I mean it's something that a few people will love a lot and do a lot of stuff
but that won't appeal to a big percentage ot the community base
But I think it could add, even if there are 5% of people
doing that it could add value to all the people if you start selling your programs on stations for example. So it could be interesting
So yes but not on the short term unfortunately
But I mean if you look at all the other games like Starmade or Space Engineers and even Elite, there have been in development for like 3 or 4 years so
If I get to develop Skywanderers for that period of time and I really want to, at one point this is definitely something I will have a look into
Gady: So again
how do you envision player interactions within your game?
What do you want it to feel to be part of such a universe?
What would make it special/different from games like Starmade that can feel lonely at times?
Tsunamayo: So huh I have nothing against that loneliness feeling, actually I think it's a great feeling for space games, you get that a bit in Elite
And... and you know what I tried to create with that galaxy so it will be the same galaxy for everybody
is to have points that are really busy you know with trade routes, pirates and stations or even
war between factions
and some other places in the galaxy that are really more lonely that are more remote like the Outer Rim and things like that
so to have really a different feeling between the regions in the galaxy
And huh
So yes so player interaction they will be able to play together and fight together or to fight each huh I mean to have some versus fighting let's say
So yeah that's the basic
Gady: So "Fen" asks:
It's way too early, but I'd like to know how you would make gravity work planet wise,
because as far as I understand gravity in your game is relative to an axis and planets are round.
Tsunamayo: yeah yeah so I can tell you that in code this is not really complicated, I mean
the axis can be anything so I just have to compute the axis
And on a planet the axis is just the center of the planet minus your position
And then this is only... just what you need to do *laughs* in code so that's really easy to compute so no release on that
Gady: So "Fen" asks:
Battle system wise, so far we've seen that lasers destroy ships block per block,
what are your ideas and thoughts about damages?
how it makes sense gameplay wise and what alternatives you are considering?
In Starmade I ended up thinking that although it sounded fun,
it's not that great in the end.
We think of ships from a system perspective, not a block one,
and losing one important block suddenly makes the battle pointless despite our ship's integrity being still good
Tsunamayo: yeah so this is an interesting question, I saw I mean a lot of discussion on the Discord
And basically there are 2 schools of thought
So one saying that it's a voxel game and we need to destroy [ships] block by block
and then one that says no let's check the hull integrity
and have let's say HP score on each ship and when there's no HP the ship blows up
So my feeling was more to do the voxel way
Because I wanted to add actually strategy code depth so a bit like FTL
So for example when you start to attack a big enemy cruiser
You can decide to target the weapon turrets for example
Or you can try to immobilize the ship by shooting on the engines or even you can try to board the ship and destroy
the energy core inside or... really so it can have a lot of different ways to attack that ship
Knowing that huh
There will be shields of course so all the damage won't be at first on... Won't destroy the ship
And then
Because I think it will be very boring to rebuild block by block after each combat, there will be some automatic repair drones or nano
nano repair drones or something like that so you don't need to rebuild by hand every block destroyed
But this is definitely a good question and quite frankly I think
We need to test some stuff and if it's not working we can either fix it or completely scrap it and start a new approach
and this is why I kinda want to have a community around the game
because this is the kind of things we need to figure out by just playing and testing stuff so we'll see
but that's definitely an interesting question
Gady: So "Fen" asks
Concerning the survival aspect,
my opinion is that having to manage oxygen, food, needs make travelling in space challenging and entertaining
You can't go on forever on an empty stomach
and also gives missions, trade
for example recovering ice from asteroids, food from planets or merchants
a sense of purpose.
What's your thoughts about it and how do you envision that aspect of your game?
Tsunamayo: Ok so this is definitely something I want
Again it won't be huh it won't be on the short term
because like I said first I will focus more let's say on the late game components so
to do some trading some fighting and stuff but little by little I will add some components that will allow us to
to converge to that survival mode let's say
but I really need first leet's says planetary technology so it will be definitely down the road
but maybe a bit more far
so typically post early access I think
huh yeah but we'll get to there if you guys are still playing the game and still interested by it we'll get to that eventually
Gady: Ok so "Fen" asks:
Do you plan on building a player based economy in any way
and how do you want it to work like?
Merchants, traders, pirates, asteroid miners, crafting?
Tsunamayo: Ok so just to
I'm not sure on what sense he was asking that so
typically I won't go into the MMO-like or you know with the virtual, huh I don't know how you say that, player base economy like EVE Online for example
because that would be just
Gady: So kind of like Elite: Dangerous and Star Citizen?
Tsunamayo: or Star Citizen and huh... because that would be too complicated and that's not really the...
I don't want really the game to be a simulation or anything like that
But I want to give an economy let's say in the game
so typically there will be, you will be able to trade for and sell resources and buy resources
and obviously the price won't be the same in each part of the galaxy and there will be some kind of logic to that
Some regions of the galaxy that will more rich in resources and stuff like this
So this huh yeah this is
how I plan to do and basically if you're more into just mining you'll be able to sell your mining output
if you are more into trading you'll be able to do some trading and...
so that will be the base
So yeah
a light economy but not fully connected let's say
Gady: "Manifestopheles" asks:
What are your thoughts on character customization?
Will you make templates available for character skins?
I would love to contribute some skins and accessories if necessary, but I'd have to know what dimensions they need to be in.
Other than that keep up the good work. We're counting on you.
Tsunamayo: *laughs* thanks for the encouragement
so yeah for character customization this is something very important
so I need to redo the character actually
so that was the big major feedback from the Greenlight is that the characters look like shit basically so...
so it's fine I'm redoing it and
it won't be a complete revolution, it's more like a fixing of what was wrong with the current one and I will ask people feedback very soon
so yeah you will have to wait that I, let's say, stabilize my character technology
But yeah so...
I will give some tools, some modding tools, I'm not sure to what extend like only be textures, if it will be even models I'm not really completely sure on what it will look
and yes so on customization I will also add I think at some point some, let's say huh, decals so you can have like one decal per player plus maybe one decal for your faction and...
and that kind of things
but yeah modding too will depend a lot on
on the game, if the game is really catching some interest and there is a lot of community around, I will definitely be looking into that
Gady: So as we've seen in the latest devlog
you've added some hose blocks that you connect and there's a hose in the middle
so "VIPM" asks:
Will hose blocks be usable for transferring items/fluids between ships?
Tsunamayo: Yeah actually that was my goal so I think I will use them
in term of gameplay later on
so typically when I work on weapon systems so you'll have to feed some energy to your weapons and you could use that hose block to link
the energy block, let's say, to the weapons or the...
or yeah that kind of things. So definitely I will have to look into that.
To really transfer like to do factories I think I will use bigger tubes you know there is also like big tubes in the game
So I think I'll use these tubes to link the different transforming blocks, let's say, between each other
so yeah that's a good idea
Gady: So this is the last question
and "SamJ" asks:
What other ship systems do you plan to add?
You've mentioned scanners and was wondering whether shields/energy generation and usage/crew were also planned for the future.
Either way this is currently my most anticipated game!
Tsunamayo: *laughs* thanks
Huh yeah so definitely shields
so energy generation too, I mean this is the thing I should have done for quite some time
right now but...
I will add definitely energy generation so you will be able to store energy
also in some blocks depending on what kind of ship you want to create
some shields
obviously
and then yeah some scanner because the scanner will be quite important to either scan for threats
or scan for resources and it will be linked to the holographic display
for sure
and yeah I don't know maybe there will be some stealth technology at one point maybe not
agaiin not on the short term but I will definitely look at it
and a lot of different weapons systems
and I don't know if you have other ideas *laughs* in mind of systems that I'm forgetting but yeah definitely have all these ones
Gady: So thank you guys for staying with us, it's been almost 40 minutes
We hope that's enough
Even if it's kind of too much to you know getting in one shot
But
Tsunamayo: yeah yeah I tend to talk too much
*laughs*
so yeah thank you very much guys for all your questions
and don't hesitate to ask more on the Discord or the next one I don't know if it's something you want to do
at regular points
Gady: We will have some links to our community in our description
we'll have some links to our forums and to our Discord server
I won't keep you guys any further and I thank you guys for watching
And I'll see you next time
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