Blueprints, critters, space station features: FOUNDRY Roadmap discussion with the Devs
Summary
TLDRこのビデオスクリプトは、ゲーム「ファウンdry」の開発者であるパトリックとマークによるロードマップのディープダイブを紹介しています。彼らは、今後のアップデートにおける新機能や改善点を説明し、プレイヤーのフィードバックに基づいてゲームをより良いものにしていく方針を明確にしています。新機能として科学レベルの拡大、ロボットの多様化、宇宙ステーションの機能強化、機械のチューニング、さらには新しいエネルギープラントやワールドデコレーションなどが予定されています。また、プレイアビリティやユーザーインターフェースの改善、そしてワールドのカスタマイズオプションの充実も予定されています。
Takeaways
- 📅 ゲームの今後のロードマップについて話し合う予定の2つのアップデートが年末までに計画されています。
- 🔍 ロードマップには「制作中」と「研究中」の2つのカテゴリーがあり、前者はより確実な要素、後者はまだ計画段階にある要素が含まれています。
- 🚀 科学の階層5の拡張と新しい科学階層6が今後のアップデートの主要ポイントとして挙げられています。これによりゲームの長さが増し、新しいクラフトレシピや建物が追加されることが示唆されています。
- 🤖 ロボットの販売とその種類の増加は、ゲームの後半で重要な要素になる一方で、プレイヤーに対して早期にロボット関連のメカニックを導入する調整が行われています。
- 𑁍 宇宙ステーションの機能強化が計画されており、モジュールの追加や販売プロセスの改善が含まれています。
- ⚙️ 機械の調整機能が追加され、既存の機械を高速化するなど、生産ラインの効率を高める新たなシステムが導入される予定です。
- 🌟 宇宙ステーションの他、大きな構造物や新たな科学要素を含む拡張コンテンツが今後のアップデートで提供される予定です。
- 🏗️ より多くの装飾品や建物のカスタマイズオプションが今後のアップデートで追加され、工場の個性を出すためのオプションが広がります。
- 🔋 先进的な電力プラントの開発が進行中であり、モジュール型の建物が電力供給システムにどのように組み込まれるかに興味が持たれています。
- 🐇 クリター(動物)の導入が計画されており、ゲームの世界観を豊かにし、プレイヤーの工場に个性を加える要素となるでしょう。
- 🗺️ ゲームのワールドジェネレーションの改善が計画されており、バイオームや地下のコンテンツに意味と深度を加えることで、より興味深い世界が作られることを目指しています。
Q & A
「ファウンdry」のロードマップディープダイブの目的は何ですか?
-「ファウンdry」のロードマップディープダイブの目的は、ロードマップ上のアイテムやロードマップにないかもしれないいくつかの要素、そして最初の2つのアップデートの計画について話し合うことです。
「ファウンdry」の開発者はどのように自己紹介をしましたか?
-「ファウンdry」のゲームディレクターであるPatrickは、自己紹介のルールを考えることができず、Markは自己紹介の方法について話しました。
「ファウンdry」のロードマップにはどのような2つのカテゴリーがありますか?
-「ファウンdry」のロードマップには「制作中」と「研究中」の2つのカテゴリーがあります。
「ファウンdry」のアップデート1とアップデート2の内容は何ですか?
-アップデート1とアップデート2は、今年の残りのスケジュールに基づいて2つの大きなアップデートであり、具体的な日发布は未定です。
「ファウンdry」の開発陣はどのようにプレイヤーフィードバックを考慮に入れていますか?
-開発陣はプレイヤーフィードバックに基づいてロードマップを更新し、ゲームの進行方向を反映させています。
「ファウンdry」の科学階層5の拡張と新しい科学階層6とは何を意味しますか?
-科学階層5の拡張と新しい科学階層6は、ゲームを長くし、クラフトレシピや建物、その他の要素を追加することを意味しています。
「ファウンdry」のロボットの販売はどのように変化する予定ですか?
-ロボットの販売はより早くプレイヤーにアクセス可能になり、プレイヤーフィードバックに基づいて調整されています。
「ファウンdry」の宇宙ステーションに何が追加される予定ですか?
-宇宙ステーションには、新しいモジュール、修理可能な項目、販売ロボットの深いコンテンツが追加される予定です。
「ファウンdry」のマシンチューニング機能とは何ですか?
-マシンチューニング機能は、既存のマシンの速度を上げるなどのプロパティを変更できるシステムです。
「ファウンdry」の開発陣はどのようにゲームのユーザビリティを向上させる予定ですか?
-開発陣はゲームのユーザビリティを向上させるために、プレイヤーの不快感を軽減する多くの改善を行います。
「ファウンdry」のワールドアップデートとは何を意味しますか?
-ワールドアップデートは、プロシージャルに生成されたウェルワールドをより興味深くし、バイオームに限定される特定の要素を追加することを意味しています。
「ファウンdry」の開発陣はどのようにコミュニティと協力していますか?
-開発陣はDiscordを通じてコミュニティと協力しており、ゲームの進行方向について議論し、フィードバックを受けています。
Outlines
🗓️ ロードマップの概要と開発計画
ゲームディレクターのパトリックとマークが、ロードマップの詳細について語ります。彼らは、ゲームの進行状況と今後のアップデートに焦点を当て、プレイヤーフィードバックに基づく開発の方向性について説明します。ロードマップには、今年の残りのスケジュールと2つの大きなアップデートが示されています。また、制作中のものと研究中のものという2つのカテゴリーに分類されたアイデアも紹介されています。
🤖 ロボットの販売とゲームのテーマの強化
ロボットの販売とそれに関連するゲームのメカニズムについて語ります。ロボットの販売はゲームの後半でしか体験できないため、プレイヤーが早くその魅力を体験できるように調整を行っています。また、ロボットを工場内で活用するアイデアも検討されており、ゲームのテーマを明確にし、プレイヤーが生産と販売に焦点を当てられるようにしています。
🛠️ 機械調整とゲームの深さの追加
機械調整機能の追加とその重要性について説明します。これは、既存の機械を高速化する機能で、工場ゲームのスケーリングを改善し、プレイヤーがより効率的な工場を構築できるようにします。また、ゲームの長さと深さを追加し、プレイヤーがより長い時間をかけてゲームを楽しむことができるように計画されています。
⚙️ モジュラー建築物の紹介と進化
モジュラー建築物の詳細と、それらがゲームの建設システムにどのようにフィットするかについて話します。高度な発電所の開発が進行中であり、これらの建築物は接続し、興味深い動作をします。モジュラー建築物のシステムは複雑で、プレイヤーがシステムの背後にあるロジックを学び、より深いゲーム体験を提供します。
🏰 ワールドデコレーションとビジュアルカスタマイズ
ゲームのビジュアル性と個性を強化するためのワールドデコレーションの追加について説明します。プレイヤーが工場を自分自身のものにカスタマイズできるように、より多くの装飾品が今後のアップデートで提供される予定です。また、既存の建築物のカスタマイズオプションも増やされ、プレイヤーがゲーム世界をより自分自身のものにできるようにします。
🐇 クリッターの導入とゲームの活性化
ゲームに野生動物を導入し、ゲームの個性和生き生きとした感覚を提供する予定です。クリッターは、ゲームのビジュアル要素としてまず登場し、稀に見つけることができるため、プレイヤーにとってのリワードになります。将来的には、クリッターに関するゲームプレイ要素も追加される可能性があります。
📐 ブループリント機能の要求と開発
プレイヤーからの要望に応え、ブループリント機能の開発について話します。Steam Workshopを通じてのMODサポートも計画されており、プレイヤーがゲームをより自分自身のものにできるようにしています。ブループリント機能は、ゲームの建設業界に深さを加えるために開発されており、独自のアプローチで実現する予定です。
🛠️ ユーザー体験の改善とゲームの快適性の向上
ゲームのユーザー体験と操作性の改善について説明します。プレイヤーがゲームをより快適にプレイできるように、多くの改善点が計画されています。これには、ユーザーインターフェースの改善やゲームの操作性の向上などが含まれます。
🌏 ワールドの更新と探索性の強化
ゲームのワールドジェネレーションをより興味深くし、バイオームに意味を加える方法について話します。地下のコンテンツや洞窟、その他の探索要素を追加する予定で、これらの要素がゲームのコアゲームプレイループと調和し、プレイヤーに楽しい体験を提供するように注意深く計画されています。
🔄 ロードマップの未扱い項目と今後の展開
ロードマップの下部にリストされた5つのトピックについて今後のビデオで詳しく説明する予定であり、今回はロードマップの上半分のトピックに焦点を当てたことを示します。また、開発チームはコミュニティと密接に連絡を取り、フィードバックを受けてゲームの方向性を見直しています。
Mindmap
Keywords
💡ロードマップ
💡アップデート
💡科学階層の拡大
💡ロボット
💡宇宙ステーション
💡マシンチューニング
💡電力プラント
💡ワールドデコレーション
💡クリッター
💡ブループリント
💡ユーザーエクスペリエンス
💡ワールドアップデート
Highlights
欢迎来到我们的路线图深入讨论,今天将谈论路线图上的物品以及一些可能不在路线图上的内容,还有我们对前两个更新的计划。
介绍了游戏总监Patrick和Mark,讨论了路线图的创建和游戏发展方向。
今年剩余时间的更新计划,包括两个主要更新,具体时间尚未确定。
“生产中”和“研究中”的分类,说明了游戏开发中不同阶段的内容。
讨论了游戏开发过程中的调整,以及如何根据玩家反馈和内部发现进行改变。
科学等级五扩展和新的科学等级六,计划增加更多工艺配方和建筑。
对机器人销售和产品销售机制的调整,以提前带给玩家更多乐趣。
社区讨论对游戏调整的影响,以及如何保持游戏核心体验。
机器调整功能,允许玩家改变机器属性,如提高速度和降低功耗。
空间站功能的扩展,包括更多模块和商业活动的深化。
对现有电力系统的改进,计划引入高级发电厂和模块化建筑。
世界装饰元素的增加,以及现有建筑的可定制性。
Critters(生物)的开发,为游戏世界增添活力和个性。
蓝图功能的引入,以及对Steam Workshop的mod支持。
可用性和用户体验的改进,以提高游戏的舒适性和易玩性。
世界更新,使程序生成的WXEL世界更有趣,增加地下内容和探索元素。
允许玩家在游戏开始时自定义世界,如调整矿石丰富度等。
讨论了如何通过社区参与和反馈来共同推动游戏发展。
Transcripts
[Music]
hello everyone Welcome to our road map
deep dive today we're going to talk
about the items on our road map a couple
things that might not be on our road map
and what we're planning for the first
two updates I'm Patrick I'm the game
director and today here with me is Mark
hello Mark
hey how's it going fine I was thinking
about how to introduce myself and I
couldn't come up with a rule uh yeah I
mean I'm I'm excited to talk about the
road map because it's it's interesting
we created this document uh right at the
um at the the Inception of Early Access
and then uh over over time it's grown uh
are thinking about where the games going
the feedback we've received we've had a
lot of opportunity to uh reflect on on
what on how the game development is
going to go going forward we wanted to
share that with you and and make sure
everyone was on on board with our PR
thinking yeah that sounds good well
let's look at the image it's right there
on the screen um at the top we're seeing
update one and update two this is
basically our schedule for the rest of
the year um so we're still planning with
two more updates we don't know yet about
the specifics when they're coming but
they'll be roughly two evenly sized
updates so you could imagine when that
would be
roughly um and below that we have two
categories we have uh in production and
in researches what we call them so
basically the upper category means we're
very certain about those things or at
least more certain again everything is
subject to change depending on player
feedback and our discoveries but the
things on the top are points that we
think will work very well the uh bottom
list in blue is what we're very excited
about but this definitely needs a bit
more planning and thinking also the
workload there is a little bit higher so
um that's how we categorized those two
things it's an important distinction for
us because we do want to mention the
points at the bottom but it's also
important to say that they're not as
safe as the things on top um so
yeah and I think there's another
uncertain another bucket of work that
we're doing which is not even
represented by this docent which is
things that we realize we want to add to
the game uh and and are working on right
now we can like touch on that a bit
think we're going to focus today's talk
on about what we've already present
presented but uh just know that like
this isn't the limits of what we're
working on like the goal is to get to
Foundry 1.0 we're going to work on all
the features and uh you know things that
we think is necessary to do that
absolutely okay well the first two
points are science tier five expansion
and new science tier six um well there
is not that much to explain they're
fairly obvious we want to make the game
longer add more crafting recipes more
buildings
more more of the things you already know
basically um there will be uh new
features and mechanics as well but those
are actually the the other point so the
first two are just about more research
more stuff more content
um we stop at science Peg 4 uh currently
or like at five but five is really basic
they're just a few uh researches in
there so that's the obvious step on
where we continue um we've been the the
last thing you as a player uh have been
doing is producing robots and sending
them to our space station to sell them
and that's where we are going to
continue there will be more robots there
will be uh other uh different types and
and and this is how we're going to
expand the content and um here I think
it's a perfect segue to uh a bit of a
branching point this is not represented
here but what we realized is that
selling robots and products in general
is something that we think has a lot of
potential and is a really cool mechanic
but at the same time it's also coming
very late so we're currently making some
adjust ments on um how we can bring this
earlier to the player the the space
station for example and everything
around that to get a more clear theme
and so you can expect this coming in a
little bit before the science pck five
and six
expansion yeah and I think that's that's
interesting I know you put out a Foundry
Friday where you discussed some of your
initial thinking on that idea and it
sparked a lot of discussion in the
community um which which has been both
really helpful but also mirrors a lot of
our own internal discussion like we we
certainly uh aren't looking to like
rethe the game so deeply that it doesn't
feel like Foundry anymore uh we're more
looking at here are the way the people
that like didn't get it and like you
know the things that made our game feel
generic or like uh just didn't didn't
sit right in our stomachs as we watched
you know you know 10 thousands of people
play a game and and get to experience
all this feedback you know we realized
we wanted some of those elements to come
earlier so more people got to see what
was really great about Foundry earlier
on uh but like you know certainly when
you watch somebody get to hour 100 you
really just see the Delight in their
eyes as they set up that first assembly
line and so then the question became how
can we pull some some elements earlier
and how can we unify our teaming uh
especially as we grow the game into
having all these other feature sets uh
that that we're talking about in a bit
so yeah we're trying to solve a bunch of
different problems all at the same time
and I think I think we're we're
threading the needle uh carefully here
yeah well said uh I think it's it's
exactly that we want to make the theme a
little bit more clear more Central um
you are there to produce and sell stuff
and that that's going to be robots first
and foremost and this is what we're
putting in more Focus we also got a lot
of feedback that almost everyone would
be excited if uh more of those robots
you're making can also be used in the
factory so this is something we're going
to look into um I think we're not going
to get to a point where every robot can
be used but I do see a lot of potential
for many different robots that can be
used in the factory so that is
definitely something we're looking into
and adding more in that
direction yeah yeah I think that's I
think that's the interesting part is
that you know this is a Foundry right
we're building uh this is a galactic
Foundry we're building these robots both
for Commerce but maybe also for use in
your own Factory and I think that you
know it's not not necessarily going to
be Fe so heavily into the Commerce
section uh that that it allows us a
little flexibility to create interesting
content yeah
exactly okay well maybe let's look at
the next Point what do we
have uh the more space station features
or did you did you want to touch on any
of the mega structures you're working on
yet I think we can uh look at the space
station uh real quick I think this is
quite related to what we already said to
expand uh the science Peg five and six
content and uh with a bit of the changes
to one sciencec 1 to 4 uh the space
station will of course get more depth
there will will be more modules to build
up that provide you with various bonuses
um there will be more things to repair
generally more to do the uh the selling
of robots currently is extremely
simplified uh right now you're just
shipping the robots there and then
they're sold uh after a few minutes uh
regardless of how many you shi there
that is something we're going to adjust
uh and add some some twists um we're not
going to make it annoying or anything no
worries we we always know for for
factory players it's important to have
some sort of predict predictability uh
where it's like people want to know how
much they can sell and they don't want
some random events where like now you
can sell more then you can sell less so
like uh we're not going to do any of
that but like we do want to put some
more depth on on the Commerce and how
selling of different products work uh I
think it's we might talk about that more
in detail in a separate video I think
that would make this one too long but uh
it's worth noting that there will be
more space station content but about
building the space station and about the
Commerce part of the space
station yeah and I think I think the the
interesting bit of the space station is
it's sort of our tether to the rest of
the Galaxy right and and it's it's also
uh our replacement for like the endgame
meta game uh you know so we have a lot
of features there for for f for we have
a lot of features planned for folks to
get get want to build large factories
and to reward scale so like after you
grind through the content it's not just
about reaching that vital size back it's
about building a really efficient uh
Factory to actually uh get the most out
of this and win the game right so it's
it's try to gamify just endless play
right enjoying building factories
exactly well enjoy building factories is
actually a pretty good segue to the next
point which is uh machine tuning um so
machine tuning what we meant by that is
the ability to change certain properties
of machines uh the the most important
one is to speed them up like everyone
knows that while Factory gaming is about
scaling up in general and build more
machines often it's just not the right
time to just build 20 more of the same
machine you want to speed up the
existing setup and this is where machine
tuning is going to come in we'll add
some systems that allow you to make
existing machines faster this is not
going to be the only thing you can
change there are a couple other obvious
ones like reduced power consumption and
we're thinking about what else we could
do with machines um the way we're doing
that is currently not fully decided but
we have a couple really good ideas to
tie together with what we said before um
it's a bit too early to to reveal that
but I think it'll be revealed in a
Foundry Friday um I don't know in which
one not the next one but soon um and
yeah that's that's that feature yeah and
I think you know like I know where we're
going with it but like what what's
interesting to me is like or
thematically what's interesting to me is
the idea that you know we're not going
to dictate as much how we think you
should play the game the idea that you
would have other ways to make your
factory more efficient than just by
scaling it the way that we think you
should uh I think that makes it feel
more like you're in control of what
you're doing in Foundry yes I think
that's like you know we have this like
golden path of like how we think the
game is going to be played but I think
as as Foundry grows we're going to have
all these other ways and different
players and different ways of
experiencing this sandbox and I think I
think machine tuning leans nicely into
that it's also so got some of the same
hooks that we enjoy yes yes um we want
to provide the players with more
abilities to reach a certain goal like
sure you can always build more machines
but you could also use the machine
tuning feature to make existing ones
faster so um yeah it's about more more
decisions for for the player yeah I
think um this you know we we kind of
talked about where we're going to
increase the length of the game you know
seen people spend you know a lot of
folks are spending over a 100 hours on
Foundry so it's like it's not a short
game already for many folks but you know
we do want to add more depth but we also
want to add more bread you know because
not everybody is going to want to put in
the 200 hours they want to have a good
experience and we want to improve that
experience for for the average player
yeah that's that's exactly it which
brings us to power plants yeah um well
we have quite a bit planned here uh we
actually already started working on them
um it's a pretty big feature so I don't
know yet in which update it'll be but um
yeah we've started working on uh
Advanced power plant which is made uh up
of multiple um Modular Buildings uh that
need to be connected and they have some
interesting
behaviors um yeah stay stay tuned for
that um yeah we don't have to we don't
have the do I mean it you can imagine
what kind of complience boundary is
lacking and then and then uh predict
what's coming but I think it's I think
it you know modular buildings are really
interesting because you learn a lot
about the actual system behind it and I
think with with what we're doing with
Advanced power plants you're going to
have a relatively complicated power
plant that's deep and needy and can be
kind of pushed in your direction and I
think that's that's what we like the
most about the modular building system
system is that they're they're not
simple buildings I think yes yes the
advanced power plant will be uh a really
great addition for the construction
system uh or the construction industry
system and the Modular Buildings um this
this is going to work really well I I
believe and I'm really looking forward
to to share that with with the
community yeah and I I think like you
know it's interesting that we're we're
talking about all these different types
of gameplay and you know the next item
on the list is World Decor pieces so you
know we've seen some really amazing
cosmetic bases I think that's a system
that like you know it's it's relatively
easy for us to produce that kind of
content uh and and it's just interesting
when we see people like make Factory
their own so we're going to keep
producing content uh in that vein you
know ways to make your factory your
factory look the way you want it'll be
more Decor pieces coming out in in the
coming
updates
absolutely next up that also means some
some existing buildings will be tintable
and things that that that weren't
customizable yes we're going through
doing a pass so there's no more no
excuse for anly
factory
exactly next up Critters maybe
you you have been uh spearheading
Critter development tell us more about
them I've been trying to put Critters in
this game for the last year and a half
and they're they're finally coming
together so I'm really excited I mean
you know we you you sort of see it bit
starting to come with with c3bb in the
game that that they you can walk around
and and all that but but from there the
idea is that we actually want to have
Wildlife uh around the planet you
specific to each of the biomes uh that
that can add a little bit of personality
to the game and make it feel a little
more alive uh you know the coner that
we're not going to like flend the planet
with so much biomass uh that you can't
actually build and they're frustrating
um I think the plan right now is to
introduce Critters mostly As Cosmetics
like just happen to be there in the
planet make them relatively rare so
they're not in your way so it's actually
a reward when you find one but then
layer content on top of them uh in a
future update uh which you know you see
that sort of as like Critter related
gameplay in the uh in the research area
which is we're not exactly sure you know
whether we're going to do breeding or
selling or extracting you know wool for
achine or or how deep that Loop's going
to go a lot of it really depends on how
we pull together our uh Commerce update
right so how are we going to be able to
create a loop within Foundry that's
meaty and interesting but doesn't mess
with the core science research tree and
so that that that's actually been a big
discussion and something we've been
we've been trying to iron out is how do
we grow this game wider with interesting
mechanics that don't feel like onea and
so Critters is is an example of
something where we're going to try to
figure out how can we make these an
interesting automation task within
Foundry that doesn't feel like a
throwaway and then like leans back into
the main core of the game and but in the
meantime we're gonna have cute animals
running around you can grab and and
build a little Zoom for so okay that's
that's what I needed out of that sounds
exciting uh let's see where it goes yeah
I mean and you know maybe I'll grab the
next one which is which is blueprints
one of the most requested features uh
entirely yeah uh and and actually the
reason I want to grab this one so we're
working on a mod kit right now that will
that will basically allow you use the
Steam Workshop to uh to install mods for
Foundry I think one of the first mods
we're hoping to have on there would be
the blueprint mod uh and uh you know so
we might try to like shortcut this and
get get something out for people that
really are dying I know you're you're
working on like the actual blueprint
system and it's a lot deeper but uh
curious if you could say a bit more
about that this was a very clever way to
uh reveal that we're working on on mod
support with the Steam Workshop for the
upcoming update um yes as you said
uh there has already been a fantastic uh
blueprint mod been made in the past but
of course we're working on adding this
natively to the game um I'll I'll be
fully transparent even though it's
requested really highly it is not the
thing that's going to come super quickly
because it's unfortunately a lot of work
and it needs to be done the right ways
if
at the top it starts to look quite easy
and then there is a lot of edge cases
that take really a lot of work and we
want to also work on on content and
other stuff uh first but they're on the
list we know that they're important and
uh eventually they'll be there um I
don't have the specific yet about how
they're going to work uh the idea is
obviously since we have this
construction industry that the buildings
are not just going to magically appear
but they will have to be built uh from
from those construction ships and drones
we have but the the concept uh stage
here is like really really early and um
yeah that that's all we or I can say
about it at the
moment like the way I you know think
about that is that you know we're we're
looking to make blueprints a feature and
not just like copy what we've seen in
other games like we have ideas that make
it The Foundry blueprint system that it
feeds into our game the way we want
people uh we we think blueprints Mak
sense in our in our universe and what
you know the challenges we want players
to have so that's I think is an
interesting way of giving people at
least access to what they want which by
the way we didn't make blueprint mods so
no guarantee it's on the on the mod
store but you know get out our Discord
and start begging for it um but but you
know it's it's it's a way that we can
let people take the game and do the
things they want with us with it even if
we don't agree or it's not in our plans
right away so so I think that's one way
we're going to let people also you know
pull the game in their own
Direction okay perfect um so time's
already getting a bit uh short so I'll
make the next Point really quick
usability and user experience is
basically a blanket term for making the
game more comfortable to play there is
countless of things we want to improve
uh in terms of
usability user
interface whatever like everything
that's currently in inconvenience we
want to make better um yeah there's not
there's nothing specific here on that
one so far we have done already one
small update about ux um and there will
be many more
improvements and and that's that and the
final Point here is World updates um and
World updates what that means is to make
uh our procedurally generated wxel World
more interesting um add more meaning to
the biomes certain things that are
limited to certain biomes um we want to
add more underground content uh at some
point we want to bring caves and other
things a bit of
exploration um yeah this this also needs
a bit more time uh we really need to to
get that one right you can just put in
caves and then be done with it you
really need to put in some testing and
make sure this is the this is actually
fun and works well um so it's it's on
our list but from all those points it's
not the most important one at the moment
but uh this might also be done in
incremental uh stages and com in minor
updates uh what one of them that's
actually going to come soon is We'll add
abilities to customize the world at gam
start modify or richness and and and
things like that um we probably start
with only ores at the first update but
then uh at some point you'll be able to
modify the amount of mountains oceans or
whatever to to make to addend more
customization that's actually a good
point is the idea that you know after
after Blueprints and trains the most
requested feature is to make ores
infinite so it's like we we hear we
could hear that we could hear the
Roaring crowds like we're we're going to
create more World gen option that let
you do things like that we're going to
introduce those with every single uh
content update we're going to try to
give you a reason to play the game again
uh with some more options and you know
if you really need infinite ore we'll
figure it out for you guys and um you
know I'm excited for World updates I'm
excited to have things you can find in
the world I'm excited for caves and like
maybe lava at some point absolutely know
you know the conversation always ends up
being is like this stuff's really neat
but we can't make it distract or chk the
core gameplay Loop of building factories
and so it's it's all got to be done
carefully to actually uh move the game
in the right direction so we're not
being too halfhazard with it but it's
something I'm excited for it's just the
world of fa is a place I want to spend
more time
in okay well Mark we've covered all the
inroduction uh tasks I know that
everyone is curious to hear about the
bottom list as well where we're out of
time for today but we might come back
with a second video like that where
we'll take a closer look at the five uh
topics at the bottom of that road map
and that's it for today yeah and I mean
we're always in Discord so come join the
community chat about foundary we're you
know we're not this isn't a closed
development cycle we're trying to engage
with the community and understand uh you
know what we've created and where the
game needs to go and part of that
working with the community so uh we
appreciate everyone that's taken time to
play foundary since we launched and uh
you know it's been a tremendous month
and uh we're just really excited uh for
this journey and growing Foundry into
the game it can
become well said thank you all for
watching see you next time have a good
day bye
[Music]
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