(keyboard clicks)
- [Danny] Previously on Hades: Developing Hell.
- Our fourth game is called Hades,
it's a narrative driven roguelike dungeon crawler
in which you battle your way
out of the underworld of Greek myth.
- Slow and steady wins the race because
it's gonna go into Early Access
and it's not like we get to go on a break.
- [Man] Trailer is playing!
- [Woman] Oh my god, ahh!
- Congratulations to the guys from Supergiant,
that is an Early Access title
they're gonna be updating over time
and it's available tonight, right now.
- [Interviewer] All right cool, I am actually
good to go whenever you are man.
All right, wait, let me roll this.
- Okay. - All right, let's see.
- I'm wearing the same fuckin' sweater
as the last episode of the Noclip documentary
and I didn't know that I was doing that.
- [Interviewer] Looking equally as good.
- No, I don't know, man, that's sad.
(upbeat music)
- It's been more than a month now since the Game Awards
and since Hades was announced and launched by us
and the holidays have come and gone
and the year has started off with a bang for us.
- There was awhile, we do this thing after we ship
where we patch every day and I am like addicted to patching.
I am completely and hopelessly addicted to patching,
I love those times.
Because the feedback loop is so so tight.
It's like, okay, we fixed this,
we added this, I changed this.
- So after Hades initial launch we put out about,
not about, exactly, exactly six patches over 10 days
and those were a split between technical fixes
and new content and balance changes.
A lot of that was kind of just the initial
clean up of corrupt that any new game release has,
just compatibility issues, driver issues.
- I think the pace, you know, in some ways it feels
similar to the months leading up to the initial
launch and announcement
but we do have an active player community out there
that we're keeping an eye on and interacting with
on a daily basis so that does change things.
They have a lot of feedback,
I think they have high expectations for us
so I think we do feel a certain amount of,
I don't know, I guess it's pressure to live up
to exceed their expectations really.
So, yeah, just calibrating players expectations with
what we actually deliver in this first major update
will be really interesting,
hopefully they'll still be very happy with the game
after they play what we have in store for this round.
(upbeat music)
- We have a road map of how we wanna build Hades,
we know what we wanna put in it
before it's ready, before it's 1.0
and one of the realizations we had really early on
while planning the next update was
that people are actually playing this game
for a really long time (laughs)
and it was surprising to see people
kind of keep recursing through the content
and stick with it for weeks after they may have completed
some of the stuff that we had in there.
So we realized that an update that we had planned
for much later, maybe like the third or fourth update
in our road map, needed to come in much sooner
so we actually swapped a set of updates
in order to kind of keep our road map in tact
but also respond to some of what the community seemed to be,
it's not even necessarily that they were asking for it
it's just what they were running into,
it was based on our observations
of what was happening with players
who have been playing for a long time.
So the combination of reading those early comments,
looking at our schedule,
thinking about what we wanted to actually approach next,
ended up swapping update four or whatever for update one.
- So we have a lot of cool new things
planned for the next big update.
We're calling this the Chaos update
because it has the introduction of Chaos
inside the Blood Gates that you can access in the game.
This also of course comes with amazing new art from Jen
and amazing new sound from Darren.
- It has a new sort of intense
difficulty modification system
using Hades Infernal Contracts.
We've got a whole new look for the character,
we've got new enemies, new environments,
and almost none of it is exactly where we want it to be.
It's close, a lot of it is really close,
but we need to finish the art,
we need to finish the feedback, we need to finish the text,
we need to integrate the voice over, we need to tune it,
we need to play it again after we make the tuning changes
to make sure we didn't break something,
we need to set up the main menu
so you can tell that the game changed,
we need to write the patch notes,
we need to get the feedback forum set up
for when more feedback comes in, we need to have a playtest
where everyone experiences the content
and we need to do all of that in three days, I think.
I think we can do that, 'cause we've done stuff like it,
I can just go watch an old Noclip episode
to prove that we can do that, but.
- The first character we're adding
in our first major content update coming in January
is Primordial Chaos, the origin of all things.
And we are just figuring out what
Primordial Chaos is supposed to sound like,
we have a bead on it but there's still some iteration
and we're trying some stuff right now.
Now that the game is out there
and folks have played it and seen what it's like
I get to talk a little bit more openly about
one of the aspects of the world building
and the story that I've been so excited about
which is that we get to depict some of these characters
from Greek myth that I don't think have ever been
rendered in like modern media before.
Hypnos or Nyx or certainly Zagreus is not
a character you have necessarily learned about
in your one, you know, Greek mythology session
in elementary school.
And then this time around we are adding Primordial Chaos.
It's basically the creation myth of Greek mythology.
You may be familiar with
the theory of the big bang for instance
and Chaos is essentially the big bang
from a Greek mythology point of view.
It's like, in the beginning there was void
and then from Chaos sprang the Titans
and from the Titans sprang the Gods
and Heaven and Earth and everything in between and so on.
It's like, oh man, that is intense.
- [Darren] So here would be the combo
with that same processing.
- [Chaos] The Olympians have all grown soft,
would you not agree? - That's interesting.
- [Chaos] Oh, we've met, in a way.
- [Darren] It's just like too much going on now.
- Yean, maybe, the echo is like not terrible but yeah.
- [Chaos] The Olympians have all grown soft.
- [Darren] To me this already has like,
it sounds like a man and a woman talking already to me.
- [Chaos] Oh, we have met, in a way,
I know everybody here, and there.
- [Darren] I think it sounds pretty rad.
- [Chaos] You wish to leave this place?
Then it is my wish to make your doing so
a little bit more interesting.
- You know, for me from a writing standpoint
it all so clearly ties back into the themes
of what this game is going for in its story because
in a story that's really about family
Chaos is the most distant relative
that all these character have.
So I wanna understand how the dynamics
of these characters play out as a family
so I need to know who their families are
so I had to trace that all the way back,
all the way back down their family tree
and it ends with Primordial Chaos,
there's nothing before that.
So it felt really good to be able to take this character,
come up with our take on it, on them I should say,
and put them in our game.
- [Darren] Well, dang.
Ooh!
- It's early but. - This is pretty sweet.
It's like super messed up.
- [Greg] It's like a Final Fantasy last boss.
- [Darren] Yeah, it kinda is.
- I'm down with that. - Oh, I'm so down.
- [Greg] Yeah, it's gonna be wild, right?
- [Darren] Yeah, it's gonna be awesome.
- [Greg] They're not gonna be expecting it.
(upbeat music)
- In the modern era of games feedback is everywhere.
So, you know, we're seeing feedback in our official Discord,
there's a subreddit for us,
social media has a lot of feedback,
so I'm getting emails, I got all these emails
over the break from people who have played it.
There was a bug I got from Gavin
that was just a picture of a series of text messages,
angry text messages he had got from his friend
about the way I had tuned one of the Poseidon god boons
so there's a lot of feedback,
there's a lot of feedback that's coming from every place.
So how do we stay on top of the feedback?
- We could just spend 100% of our time
monitoring feedback coming in and if we do that
we're spending no time actually addressing it
so I have wondered if I carve out specific times
to check in on the community and then just sort of
not do it when it isn't those times.
I suspect that that'll help me
and just kinda structure my time and my life in general
now that it's a whole new universe for us
so that's something I've been thinking about for myself.
- That has been a perpetual learning experience.
At first we just took all this loose feedback
and Morgan and Michael went through it in Jira
and it was 3,500 entries and it's like,
117 things could be saying the same things,
we could wipe out 30 of them just by fixing a bug
because some people are giving us feedback
about something that's actually just like
something that was broken and we didn't realize it
and then we move to this system
where you could upvote feedback in Discord
and that's been really nice
because it sort of gives us an overview and a snapshot of
what are people thinking about and looking at.
But then that feedback needs to become actioned
so it needs to go into our task tracker,
it needs to get some time in the background of our minds
to be thought about.
Some of it's real easy and we can just do right away,
some of it requires a conversation
and are you really ready in your production schedule
to derail what you're doing to have
a couple conversations about, you know,
some of the feedback that's coming in.
- I would say like 60% of the feedback we get
is like specifically about game tuning.
Like, the sword is weak, the sword isn't strong enough,
it's not straight forward how to address that
and that goes through multiple iterations.
And it's a game with tons of different kind of abilities,
the different boons you get from the gods
and different weapon upgrades you can get
from what we call the Daedalus Hammer
and they all have like synergistic effects
so you could have the spear with Poseidon's upgrade on it
with like a particular Daedalus Hammer upgrade
and a couple of other items equipped at the same time.
So we just start hearing from different players
about their different like builds and skill combinations
and stuff like that and we start looking at more
nuanced examples of where players were either getting stuck
or were able to trivialize encounters
that were meant to be more challenging.
- One problem we had was people were complaining
that when you would throw the shield weapon
in the Asphodel biome that it would
just keep traveling way off screen
because there's no walls there for it to bounce off of
so we made a number of changes
to get it to return to the player faster
as a nice quality of life update to the weapon.
Unfortunately that introduced a bug where
the shield actually damaged you.
- We pushed a patch where the god boon
applied to the shield throw would do damage
but apply it back to you when the shield
actually came back and returned to you.
So you would like throw out your shield,
with a newly buffed Ares boon
and it would come back and hit you
and do like 60 damage to you and then you would die.
I thought it was kinda funny, we fixed it in 12 hours,
it was no big deal, it's not like we lost anyone forever,
that's part of Early Access,
every game's gonna have that moment.
That's like a game development
magic moment right there where
it's not like we didn't test it, we played it,
we tested stuff, we just missed this thing,
you're must gonna miss these things.
Especially if you're pushing as often as we are
on the weeks that we push a lot of patches.
- That was a bad place to-- - Are elites immune to stun?
- [Amir] No, he can't even stun them so everything--
- [Gavin] 'Cause he got a wall slam, they just didn't stun.
- [Amir] It's 'cause they're immune to stun.
- Oh, they are? - Aren't they?
Yeah, you can learn more from like one minute
of watching someone play the game
than like your own hour of playing it.
There is so much value in watching
a streamer play your game,
whether they're someone with three viewers
or they're someone with 10,000 or 20,000 viewers.
And he's got the fucking, he's got a shop here,
I mean, his run could last.
Oh!
- This is so hard to watch. - Oh, the cruelty.
Before we pushed the patch there was this whole thing,
I could just see, no one was really complaining about it
but I could just see people missing with the mouse
when they used the cast ability.
And knowing that we had fixed it
but we hadn't pushed the patch live was like really painful.
It was actually really hard for me
to watch streams where people are running the things
that I know we've changed.
Oh, patch!
Gavin, push the patch.
- [Gavin] He would have to restart the game anyways.
- Gavin, you have to push the patch, I can't watch this.
There is a realness and a rawness to it
and there is information in almost every action taken
because one of the things a streamer does
that maybe your friend sending you notes doesn't do as well
is they're expressive,
they're talking about their experience in a direct way,
they are thinking about the choices out loud.
I think something that's coming up
in our own conversations and our own thoughts is like
discipline, we think about discipline a lot.
And we have production discipline
and we also need to start developing
different kinds of self discipline
because when a game is live
you can be tuning in all the time
and some part of you needs to know
this is where I go into the hole
or go back to the lab and figure stuff out.
Oh, he doesn't know there's a sixth head one, huh?
- [Gavin] Nope.
- [Amir] That's gonna be a pleasant surprise.
Oh!
Oh!
- [Gavin] That's probably like exactly how we wanted
the first hydra run to go actually.
- [Amir] Yeah, it is.
Now we want him to stop playing, patch the game,
fight the hydra again, it's all good, push the patch.
(upbeat music)
- Yeah, so I'm recording some sort of
emergency pickups for Zag and Skelly.
We're adding a thing which is sort of like a trophy system
for completing runs with certain amounts of heat active,
so making the game super hard and completing runs,
and then we're gonna have these statues
that are revealed in the area with Skelly
and he's gonna say stuff about them
and Zagreus is gonna say stuff about them so
I gotta record a bunch of lines for each of them
'cause I happen to voice both of those characters.
They're going to ship tomorrow,
we're going to push them to the world tomorrow theoretically
but yeah, so we're gonna like incorporate,
I think it's like 91 ish lines.
Okay, Skelly trophy system line 674,
this is Zagreus talking, I actually gotta remind myself that
and don't do all these lines as Skelly.
What's all this?
What's all this?
What's all this?
A little more skeptical maybe?
What's all this?
I think either the first one, let me do one more.
What's all this?
Maybe the first one or the last one, 675.
Let me guess, they want me to fight
all the way through the underworld,
having used the Pact of Punishment in my bedchambers
to make the going even more treacherous than it already is
and if I succeed they'll reward me
with some sort of useless trinket.
Okay, not bad, just a couple accenty things.
- We wanna manage our time during Early Access
in this pretty regimented way
where we have these major updates on a regular basis
and that does bring with it
a certain amount of pressure, for sure.
Once we have those dates out there it's like,
game developers are pretty notorious for
missing their dates I think,
if we miss one of our major updates
is it the end of the world, like, I don't know.
But we've never done something like that before
and I think we will do our best to prevent that
from ever happening
'cause those commitments that we make
we take them very seriously.
- Early Access is a learning process for us.
The schedule I think is probably the hardest
problem for us to overcome.
This particular milestone the artists kind of got
pitched a lot of work in the very last week
of our milestone so we are kinda scurrying
to react to a lot of the designer changes
and a lot of the content changes that
we hope to get into this patch.
It's gonna happen though because everyone here is awesome
and doing really great work, Joanna's doing amazing,
she just made like three maps in three days I think,
which is not a pace our players should expect
us to maintain.
- A lot of the gameplay aspects of the update are in
but it's poorly tuned and there's no art
so what we're trying to do right now
is we just have a huge design meeting basically
to go over the last details of the tuning
and we also have this art meeting
we're gonna go through and talk about each of the
different pieces that do or don't have art
and what we can do to get the art in.
- Previously we had this style of Zagreus's render,
his animations kind of matched the look of
our approach in Transistor and Pyre
which is a little more dissimilar
to the rest of the art direction and style of Hades,
environment wise, effects wise, et cetera,
so we are hoping to bring Zagreus in line
with the rest of the game so that he both
reads better on the background or in the environment
and also just matches the game stylistically
in more of that like cel shaded, like inked look.
So that update is going in, I'm pretty excited about that
because we've been talking about it for a long time,
it was just one of those larger endeavors that we knew
we would have to like give space to.
- Okay, awesome, so first thing is on the Zagreus rerenders,
you know something about this, Gavin.
- Yeah, Paige, do you know what a marker is?
- [Paige] Yes.
- Okay, the Zagreus rerenders
need their markers rerendered as well.
Is that something you're in the process of?
- [Paige] That is something that
the process of was not told to me
so I'm not sure how to handle that.
- Okay, but you know how to do them
or you don't know how to do them?
- [Paige] I don't know how to do them.
- Okay, is Camilo, is it possible to contact Camilo?
- Yeah, I talked to him on Friday so.
- Okay, I think the process is find Camilo.
- I had a conversation with Amir
that I wanna make sure, like for me that the thing,
like, I don't want this to be us hyping everything
and then sweeping the tough stuff under the rug
and Camilo's been with us since the early days of Transistor
so he brought the characters of Transistor to life
and to Pyre and the characters of Pyre to life
and now Hades and he's been with us for a long time
and he's at a point in his life where
it sounds like it's time for him,
he wants to make some pretty big changes in his life
and one of those changes is moving on from this place.
- I can be more involved if necessary
but it would be much better for Camilo to just tell you.
There's a script, he has a script that does this,
that's what needs to happen is
we need to run the script with some parameters
and that will create these SGA files
and then need to be checked in.
So I don't think it's gonna be terribly complex
if we can just get a list of the steps from him.
- I'll miss him a great deal,
his perspective has been invaluable
in the work that we've done to this point
and I'll be really excited to see
what he comes up with next
'cause I think he's a genius animator.
One animator has done everything
in our games since Transistor
and he 3D models all that stuff too so yeah,
he's been a one stop shop.
And then we've since had Paige Carter
has been helping us on 3D modeling for awhile.
Camilo's staying with us for awhile
to help with the transition, we have, you know,
we actually posted a job opening
toward the end of last year so we have a lot of applicants
that we're starting to go through and all that
but it's gonna be a big change.
This is a studio where the number of folks
who've moved on over the years,
you can count on one hand.
(upbeat music)
- So one of the things we end up having to do a lot
is have what we call like, what do to meetings.
That's where we usually get like people from,
who just represent expertise
and different aspects of the game,
art, engineering, design, whatever, creative development,
and we put them all together to help solve problems.
And in this case one of the problems
we're trying to solve right now is we have this weapon
that internally we call the monster weapon
but it's basically like a gun that you shoot at guys.
And this is a challenging one because
it's a move while fire weapon,
it's a kind of weapon that allows you
to skate around and shoot it
and in a lot of 2D games there are weapons like this
but at the very high standards of quality
at Supergiant Games
it can be hard sometimes to execute this stuff.
So yeah, we end up having long conversations
trying to figure out what the best way forward is.
So the thing that we talked about yesterday,
since we've all been having conversations
about this kind of separately, is
how can we reasonably do a move while fire weapon
without doing like walk legs and all the crazy stuff
to make his legs look like he's strafing.
So one of the ideas that came up is like
can he float while doing it?
So I have the monster weapon here with him floating.
I'm sure it looks great to you on the top screen.
- [Jen] He's like throwing out malt balls.
- Yeah. - That's the idea.
(laughs)
- [Amir] So like, I know there's a lot of temptation
to do a bunch of like really crazy shit
but I wonder if he can just hold a gun
and shoot it while floating.
- [Jen] Do you understand how ridiculous that statement is?
(laughs)
- How is that a ridiculous statement?
- Yeah, like my,
my reservations around that were like,
that is not the fantasy of firing a gun, you know.
Like it is not, it doesn't include the part
where you're floating.
But there are examples like Space Harrier,
if you're familiar with that,
but the gun is not the source of his flying,
he just incidentally is able to fly
while also holding a bazooka.
- [Jen] I mean, Space Harrier is pretty ridiculous
by today's standards.
- Yeah, but our man floats.
Like he does this, right, when you fire a thing he floats.
Like watch, I'll fire it and he'll float.
- Cool. - Prove it!
- [Jen] You're right, it's done.
- [Amir] Yeah, well I'm just saying,
in the fiction exists reasons for him to--
- [Gavin] Precedent is very important.
- [Jen] I'm not saying he can't float, I'm just saying
the combination of floating and gun
in Greek myth is like a little,
this is definitely one of those like,
this is like a Pyre level concept
that I will have to reach fucking deep which is maybe fine,
I just like, I don't have any immediate answers.
- But I think the problem is, so I get what you're saying
and I think Greg has the same concern.
My feeling is, why are we trying to justify the floating?
Like, we didn't justify it when he flies off the ground
and does his little flip so like,
if he just holds his gun like he would hold it
and he happens to float while using it
I don't actually know that the gun needs to make him float.
Like, he's just choosing to fire it that way.
- [Jen] You're just saying Zagreus can just float.
- Well yes, because he already does, he does that.
- [Jen] Okay, what are you guys talking about
when you're saying he already floats?
Look at this--
- [Josh] I've gotta go pick up, I'll be right back.
- Josh, you're leaving at the exact right time.
Look at this.
- [Jan] Standing is an overstatement.
- [Amir] It's fine, you have an ally in Greg
that floating is weird.
- [Jen] What floating are you referring to?
- [Amir] Look at the cast, look at the cast, look at this.
- [Jen] Him having a moment of floating
during his attacks and animations
is normal because he's a powerful character,
he's like springing around.
It's like, yeah, he's powerful.
But like, flight, what he's doing here
is not floating, he's flying.
- I do agree, particularly because we're talking about
like a weapon who's archetype is a gun.
Like if the archetype was like
Iron Man's, you know, repulsor blasts
or whatever then it's all good.
I think it should make some kind of sense,
any kind of sense at all would be the constraint I ask for.
The way that the shield, that it reminds you of something,
I think we actually want this to remind of something
if we can help it as opposed to like
the auras or something in Pyre where
it's a whole new universe that you have to learn.
Doing weird stuff, which is fine,
we have a weird weapon in the game already with the shield
but the shield at least people recognize it
as like a Captain America shield.
- [Jen] In this case the walk legs to me seem like
it would just be for a single animation, right?
He just has the fire and run animation.
- And the reload.
- Well, no, well and start and stop and reload and idle.
- That's the problem.
- [Greg] Yeah, 'cause it'll have a special attack,
it'll have a reload.
- Yes, this is like literally the simple,
this execution, however silly, is literally
the simplest way for us to do this, it is two animations.
It is a fire and a trigger release,
that's like the whole animation.
My feeling isn't, he's gotta float and it's gotta be a gun,
it's more like, I like how this feels and works
and it feels really different than the other weapons
and without having to invest
in a bunch of new technology and stuff
it basically works like this,
with a trigger release graphic and a fire graphic.
It's the most important process we have here
because it's like exactly what collaboration looks like,
and sometimes what creative chemistry looks like too
because it's kinda messy, it always is.
The things you think are gonna go really fast
sometimes take forever,
some of the things you think are gonna take forever
and have high conflict and
we're gonna be lost in the woods for awhile
end up going by really fast, so yeah.
You never know, that's the lesson,
I have no idea ever, even after nine years
of working with these people,
and some of them for longer than that.
(calm music)
- Yeah, that was the thing I was asking you actually,
so the art, like the actual asset
that has all the information did not leak, which is cool.
Yeah, so it's just the image.
Yeah, that's actually pretty, that's pretty convenient.
It's 9:39 a.m. on January 15th, this is the date
of our first major update.
We've promoted that our first major update is out today
but we intended to reveal the contents
at the time that the update actually went live
to kind of like keep it a secret
but it sounds like some of the updated artwork
has gone up prior to the update
so it's a little bit unfortunate
because it creates confusion, it creates anxiety
because there are players out there who like
wanna play it and they're like,
why is the art up but I can't download it yet?
Is something wrong with my computer and the world,
and it's like, dude, just, everything's gonna be okay.
Thankfully I'll take this leaking over
the announcement of the game itself leaking last month so
I'll take that trade.
- So basically what we're doing right now is
we need to smoke test the build so
that means going through and making sure
all the major stuff works, like saving and loading the game
and the major features we added are all still working.
Yesterday a lot of us played the game
and we our QA running but you never know
if you make a couple last minute changes,
a couple last minute fixes,
if those can destabilize the game
and you'd rather find that out before you release the patch
than when you're watching a stream of someone playing.
These are all the small changes that went in
from noon to 7:45 last night.
We found in one of the new maps something blocks your path
and we have to figure out why,
Greg had to update the patch notes
because of the changes that happened that afternoon,
we made some last minute tuning
to the new dead zone settings and to the new trove tuning,
we found a huge bug where
it's something that you couldn't cancel out of using
the bow or the spear and we probably would've gotten
a lot of sad bow and spear users talking about that so
it's an example of the stuff we catch right at the end
and we have to make sure that any fixes to these don't
like break the whole game. (laughs)
That is what we have go do,
so yeah, that's the morning,
that's what all our mornings are.
- So we got a bug yesterday where you would,
when you enter the new mini boss room in Asphodel
you would sometimes just spawn in without riding the boat
and that doesn't happen with any other room so
that's a good sign which means
it's contained just to this room
and I just realized that it's a simple data issue.
So when we build Asphodel rooms, or any room,
we have to specifically say
which directions you can enter from,
some rooms have exits on the left,
some rooms have exits on the right,
and for this room, because of copy pasting,
a lot times we copy paste data just because
we have all the default set from a different room,
this room had it set to left and right
so when you would enter from the right
it wouldn't find a boat going that direction
and it would just spawn you in the center
so it's just a simple bug fix
but it's part of the process of creating new maps.
A lot of times it's hard to test because
the game's randomized so I could play the game 100 times
and there's technically still probability
that I'll always enter this room from the left
which is why a lot of times we do
full team playtests right before a patch
where everyone gets to play the game
and chances are we'll find one of those randomized bugs.
- Yeah, it's our first time doing, first major update so
I really want to know what people think
about the changes we added.
There's also some like, will this update
answer all their hopes and dreams?
For what they wanted to see
in an update that comes a month later
so there's gonna be a lot
that we're gonna learn really fast,
maybe in a couple hours or a couple days
about how this process is gonna go for the next
however long it takes us.
- This is Jenkins, he is our build server.
He creates builds for us.
Grunt configuration I have set up
to post the actual build live so
it's a dangerous button to never hit at a time
when we don't actually to hit it
but I am going to hit it now
after double checking everything is properly going.
This upload is pretty fast, it takes about three minutes
or so and then once that goes we will verify that
everybody has it on the Epic launcher,
though of course on Epic's backend
it can also take a little bit of time to propagate.
- This is good, this is a good patch.
Patch is live because my mom's calling me.
Hey mom, now's not good.
Now they'll start propagating it?
- Yes, but it's normally very, very fast,
the Epic side has never taken.
- It's patch number 54, that's a lucky number in Chinese.
- Nice. - It means, you don't die.
You will not die!
No death.
- Jenkins says 54 for something,
the actual build number is 12 eight six eight.
Internally, publicly this is patch seven so pick a number,
whatever your favorite number is you can use.
- [Amir] Click the gear next to it, okay.
Auto update's on so yeah, just launch and then it should.
- There we go, sweet, boom, it's done.
Mine's updating.
- It's here, it's here, the update's live.
Okay, in chat he's saying that.
Hype, here we go, here he goes, look at that.
- [Curl] Oh, finally, nice, we can play something.
Had to wait to update. - Boom, Curl's updating, guys.
- [Developer] Yeah, his internet's like--
- [Darren] His internet is way better than our internet.
(laughs)
Oh, here we go, here we go, wait wait.
- [Curl] The question is, should I use the pump
or should I go into the Blood Gate?
- Blood Gate. - Blood.
- [Curl] Blood Gate is, all right, I want to see Blood Gate.
- [Darren] Blood Gate.
- [Developer] I will reach the the internet.
- [Darren] Go up a little bit!
Here we go, here we go.
- [Curl] Oh, this is the new god probably.
This is not something I recognize, so in the name of Hades.
Who is it?
Ah.
(laughs)
Have all grown soft, Chaos, oh, that's the,
the Primordial Originator, wowee.
That is rad, all right, yes it is.
(laughs)
The faces and the eyes at the bottom, wow, that's crazy.
Cost ability, for the next three encounters
main foes toss an inferno bomb at you.
Afterwards restore 36 life, wow.
For next two encounters each time you special,
after, what, oh wow, that's a pretty good thing because
who would need special abilities, that's crazy.
- [Darren] This guy hates specials real hard.
(laughs)
- [Curl] Wow.
(calm music)
- Today is Monday, February 11th
and it is the day before our second major update goes live.
This is the Good Times update
where we're releasing the god of wine, Dionysus
and our new ultimate weapon called the Adamant Rail,
which I'm taking one last look at before we ship it.
One of the things that can really help
with creative problems is to give yourself
a little bit of space so we took a little time,
thought about that move and fire weapon a little more
and realized in our hearts
what we really wanted out of the weapon
was for it to like feel and operate like a gun.
And so we ended up going in a direction
where you could still stand still by fire
and the secondary is a grenade
and Greg had to make sense of it
so he called it Exagryph, the Adamant Rail.
It's a firearm that is a precursor
to all other firearms in the world,
a weapon so dangerous it had to be locked away by the gods.
So that's where we ended up
through the power of figuring it out, waiting on it a bit
and seeing what we really need from it.
- Yeah, last we spoke we had just launched
our first major update and here we are
about 24 hours away from the launch
of our second major update.
This one is more like the real thing in a way
because now that we've done the full cycle
once before and having done it a second time
I think we're more finding our groove
but there are certainly
many aspects of doing it the second time
that were different from the first
and I wouldn't be surprised if we like
continue to evolve aspects of this process
like every single time we do it
even though the general gist of it might be similar
from one update to the next.
- We learned a lot actually from the Chaos update.
Like, I think we were pretty happy with
just how much stuff we got into the update
but we were not necessarily super thrilled with
how much it took out of the team to do.
In some ways it was like as hard if not harder
than just launching the game into Early Access
'cause it was our first time processing
thousands of loose notes of feedback.
- We made some key changes since our first update,
basically like reducing the amount of time
for raw new feature work so that there's more time
to polish and iterate on the new features that are there.
We release a big update
and there's hopefully a lot of excitement
for a couple of weeks
and then it'll kinda simmer down a little bit.
Hopefully with these big updates we do get
people to come back reengage with the game
because we, it's really important to us
'cause that means we get the feedback that we want
so that we can make the next one a good one
and around around we go.
- So all that's a work in progress
but I think we're feeling pretty good
about where we're at right now
and certainly I think as a team
I think there's like sort of less exhaustion
than there was coming out of the Chaos update
but, you know, I haven't talked to everybody (laughs)
so we'll see.
(calm music)
Yeah so I mean, one of the experimental things we did
was obviously come out on a brand new store
that launched the very same night that our game launched.
- Bringing games to new platforms,
certainly for our team, is a significant undertaking,
something that we wanna really get right.
♪ At home on Olympus ♪
♪ Never presuming ♪
- The Underworld is sealed off,
what you are attempting is impossible.
You've seen what happens when you go too far.
What are you doing, Zagreus.
The Underworld is sealed off,
what you are attempting is impossible.
You've seen what happens when you go too far.
(keyboard clicks)
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