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0:00
Well that's 18,000, The
0:02
next 18,000. player has
0:04
place which is still a which
0:06
is lot a fuck But is
0:08
a third. This reminds me
0:11
of a third. This it was revealed
0:13
of how like of was was written
0:15
by one guy. one third of
0:17
Wikipedia was written by one
0:19
guy. Oh yeah. Hey everybody,
0:22
welcome to to episode 499 of Coffee
0:24
with Butterscotch, the Game Deaf comedy podcast of
0:26
Butterscot Shenanigans. I'm Seth I'm Seth
0:28
and I'm the programmer. I'm
0:30
Adam Adam, I'm the
0:32
Miscellaneous Programmer. I'm Sam and and
0:34
I'm out-heist. this is a show where
0:36
we talk about life, business and working
0:39
in the games industry today is
0:41
December December... 20th, 22 by 4. And before we get And
0:43
before we get started, we have a
0:45
warning. There's going to be profanity
0:47
in this show. Uh, and we'd also
0:49
like to thank our recurring supporters to
0:52
thank our recurring supporters Thank you so much
0:54
for your recurring donations to help keep
0:56
the for your recurring this is our last
0:58
episode of the year, which means, this
1:00
is our it's time to look back the
1:02
year, in time time to look back back
1:04
in time across the space out
1:07
what the figure out the
1:09
fuck happened. It's been a, it's been
1:11
a, it's been a wild it's
1:13
we have some been a wild year,
1:15
we want to go have some stats that
1:17
we want to. some through that
1:19
that the numbers, some stuff that
1:21
that we could actually measure then
1:23
we'll of of studio. And then you
1:25
just kind of talk about,
1:27
you know, we've a high level to
1:30
we've managed to pull off and what it's
1:32
kind of been like to work on on crash
1:34
to this year. year. And then if
1:36
if we got time, we'll, we'll
1:38
get into some questions. some questions. Yeah. So
1:40
not, but we'll, not, but do what
1:42
we can. Yep. Yeah. If you're a subscriber to the B.
1:44
Scotch a subscriber to the B
1:46
scotch value, which is our, our
1:48
newsletter, in your inbox by have already gotten
1:50
these in your inbox by the
1:52
time you hear this, probably Yeah, definitely.
1:54
long. Yep. Definitely. If you're a
1:56
subscriber if you want to you want to
1:58
see more of this. of stuff stuff. make
2:00
sure you're make sure to also to that
2:02
thing. subscribe to you can just go So .net
2:05
and go to it down, Shutnet and track it down, anyway,
2:07
it down there. this year I wanted to
2:09
look back and do a little back and do
2:11
a little figure out to figure out how do we a
2:13
whole last year of work You know, some
2:15
numbers, way that Spotify tries to do.
2:17
an easier got an easier problem because what does
2:19
is everybody doing do on a Listening to
2:21
music. to listening kind of thing. How measure
2:23
it? How much time do we spend
2:25
doing it? measure it. One fucking thing. So
2:28
easy. I was trying to trying to figure out
2:30
how to summarize the work of a
2:32
team of nine a a video game, you
2:34
know, a so game, you it's limited to
2:36
the stuff that is the sense is in some sense
2:38
But the numbers are pretty fun and
2:40
interesting. So here's what we and We
2:42
added So here's what we got. We
2:44
assets to the game. assets to
2:46
So that's between Sam and
2:49
our new and new artist and. 700
2:51
new things. Now, a piece
2:53
of art, though, isn't just An
2:55
art asset is not one is not one
2:57
picture, right? And our consist of of
2:59
multiple frames. It can be an animation.
3:02
It can be a a skeletonized monstrosity
3:04
that is animated and can
3:06
do stuff, right? can do stuff, right? So
3:08
of them take a week to
3:11
put together. Some of them Some
3:13
minutes or whatever an hour,
3:15
you know? Yeah, an hour, you know, but 700 is
3:17
a lot lot no matter how
3:19
long it takes, you know? know, you
3:21
know. And so, so, but collectively does
3:23
consist of of parts as in like
3:25
art pieces. art that come together to
3:28
make up those 700 art
3:30
assets. up those 700 art assets. that's a
3:32
lot of things. That's a lot.
3:34
That's a lot. It's going to be
3:36
an to be an right? Because that's
3:39
right? just measuring the sub -images
3:41
of sprites. measuring the images of sprites. And the
3:43
bones of... you get the attachments
3:45
for the export? Attachments for export?
3:47
Okay, that'll be accurate. for accurate.
3:50
Okay, pretty close. Yeah, I tallied
3:52
it all up. close. Yeah, I tallied it
3:54
up. Couple thousand. So that's a lot, that's right? between
3:57
two artists, we also
3:59
added added. 80,000 words to to the
4:01
game. I believe words than the first game had.
4:03
the first game had. are like
4:05
5,000 more since I believe there are
4:07
like 5 ,000 more since
4:10
I put those stats together. I
4:12
I assume there's also a
4:14
dozen new art assets a
4:16
I week together because I was
4:18
a whole week ago. words.
4:20
know. that's between everything and ,000 words, and
4:22
that's between everything and other
4:24
or descriptions, descriptions, quests. blah, just just
4:27
all of it. And so the And
4:29
so count now total the count now for
4:31
the game is That's a lot. If you ever do
4:33
national novel a lot. If you ever
4:35
do words is the sort of like short novel goal. ,000 words
4:37
is the sort of like short
4:39
novel goal, longer than a novella, shorter
4:41
than like your typical novel, but
4:43
it's like a it's a good round
4:45
number that's like, yeah, that's basically
4:47
a whole ass book, right? So we're
4:49
in the territory of having almost
4:51
three of those three of those currently. Yeah. It's funny.
4:53
I was talking with with Jen, our
4:55
writer about this a while back, and she
4:57
you know. know, it it like a
4:59
lot of words, but what you
5:01
don't realize is that in a don't realize
5:03
is that a lot of the words
5:05
are used to also describe the
5:07
scene and the action the the things
5:10
that are happening. things that But in a
5:12
game, that's what the art is
5:14
doing. And that's what the gameplay is
5:16
doing. So most the dialogue is literally
5:18
just the of that the words is literally just
5:20
the words, the dialogue of the novel, uh,
5:23
and not, not the rest,
5:25
which makes it even more impressive,
5:27
more you know, You know, because it's a chest
5:29
dialogue. Uh, so it's, it's a
5:31
lot. And on on top of
5:33
that. we are translating it right it,
5:35
right? So 100,000 of that so far
5:37
have been translated translated by team
5:40
consisting of dozens of people
5:42
because it's basically two people translating
5:44
one person reviewing the translation the
5:46
of whom are fluent in
5:48
the target language are fluent in the target manager
5:51
in charge of the whole
5:53
thing in then you know whole
5:55
thing, and you know, various other parties in small
5:57
army doing a small army doing translation stuff.
6:00
means it ain't cheap. It's cheap. It is not
6:02
fast. cheap. also, it's one of, it's fast.
6:04
hard to do the work to produce one
6:06
of, it's extremely hard to
6:08
do the work to produce
6:10
the words in the first
6:12
place. As we're saying, is basically putting
6:14
together, what Jen's putting together is basically
6:16
the dialogue, the dialogue And to figure out
6:19
where the dialogue's going, and it's, but
6:21
it's for a branching that some narrative, be
6:23
That some parts can be shut off
6:25
in a given moment. It depends on
6:27
where you are in the game. the game. but
6:29
not seeing that you're doing it. So
6:31
you're trying to you're where everything is
6:33
where things take place and so on.
6:35
But if you make all of
6:37
it, then at least you have that.
6:39
At least you have that part
6:41
in your brain have okay, I know
6:44
what's going on I I say, when
6:46
I say the phrase beep-boop over here. I know
6:48
here, I know that's referring to this
6:50
scene, you know, a character from this other
6:52
scene, you know, a thousand words ago.
6:54
thing or some of that wasn't a or
6:56
but was this other thing or
6:58
whatever, or whatever, or whatever, right. for translators for translators. And just got
7:00
spreadsheets. got just got spreadsheets. They're trying they're trying to
7:02
figure out how to piece this together.
7:05
And I'm trying to, and I'm trying
7:07
to figure out how to get the
7:09
information to them that they would need I
7:11
could get the you build, them that they would need stuff
7:13
you year, lock server and stuff this built Right. Yeah. I
7:15
built our string server for for. managing all
7:17
that and trying to make it so make
7:20
it easily provide stuff to provide stuff if
7:22
you're interested in all If have had probably
7:24
five or six podcast had episodes where
7:26
we've talked a lot about episodes where we've there's
7:28
basically all about it. and then
7:30
it's come up one episode that bunch of
7:32
times because it's and then lot. It's
7:35
a huge part of the because it's
7:37
process. It's a huge part of the development because
7:39
I basically review all the strings
7:41
as they get ready to I off
7:43
to localization. as they so every week
7:45
to be reading off to thinking like, how
7:47
confusing is this one gonna be
7:50
one going to be then the it. it's
7:52
on the top of my mind
7:54
all the time. it's on the top of my mind
7:56
a lot, we're it's not of the
7:58
way through. of the way through. And we've just
8:00
submitted another batch recently and we'll,
8:02
you know, we'll, be know, be a
8:04
kind of all wrapped up a kind
8:06
shortly after all the words wrapped
8:08
up, which is going to be
8:10
soon. all the words wrapped up, which is be soon. Yeah.
8:12
of loads So words, to to particular
8:14
for writing writing so many of those. a
8:16
lot. So we've a lot. added So we've
8:18
also added because another new assets a
8:21
another thing we talked about a
8:23
lot over the past this is the
8:25
game which is our internal content
8:27
management tool tool for that in in game how
8:29
we is how we add new So so if
8:31
we have a new or a new item or
8:33
a new item or whatever that
8:35
thing a scene a question or whatever. we use
8:37
we use that thing to make
8:39
what we call a a moat that that
8:42
basically pieces together the data that
8:44
kind of data So we've got the
8:46
thing so of those moat things, right?
8:48
Yeah. So each one of those
8:50
represents some concrete kind of some concrete
8:52
kind that's a lot. That's a
8:55
lot of stuff. stuff, that's about it, just a
8:57
updated. so now the way that we we store, we've
8:59
got the game. change got the game basically that
9:01
information, right? like And then we've got
9:03
the right? map, which stores the everything
9:05
is, where the tiles are out
9:07
in the world, where the the
9:10
things world, where the phases of like
9:12
scene changes, like all that. So
9:14
basically anything that you can see
9:16
pretty much is stored there, where is
9:18
stored there, where everything goes. So thing has been
9:21
updated 2 ,300 times over the
9:23
year. times over the year. That's 10 times a work day,
9:25
workday, basically. So that's a lot,
9:27
a it's a lot of times. And
9:29
then the database consisting database new of all
9:31
of but 3 ,100 new assets, but
9:33
also all the assets that were
9:35
already there. So we didn't just
9:38
add stuff. We also changed stuff,
9:40
right? So collectively there
9:42
were 2 ,200 published updates
9:44
to that collection. which
9:46
be be any number of changes in each of changes.
9:48
of changes. Yeah, could be like a could could
9:51
be a hundred things things could be
9:53
just one thing, you know, whatever,
9:55
thing, you know, but yeah. yeah, so,
9:57
but that's basically 10 times a
9:59
day for the. past year, the map has
10:01
been updated and the database of all
10:03
of the data has been been Is that
10:05
Is that clear? Is levels? Is that Cause I
10:08
feel like workshop levels? I feel I mean, we're
10:10
working insanely high. I I'm just looking at
10:12
the version number of the just I'm just
10:14
looking at the the version number of the
10:16
and the changer data. And that's it. changer
10:18
now and the end of the
10:20
year, But between now and the pending year. Yeah. of, it
10:23
kind of comes in kind of it kind
10:25
heavy waves, guess. Really heavy waves. Yeah. Really be
10:27
like a day or two where there's
10:29
almost no changes and then suddenly like bunch
10:31
of us are working on shit all
10:33
at once. And it's just like, just like bam
10:35
bam bam bam bam bam. we between because He's doing
10:38
all of our audio stuff. And so
10:40
they're making stuff to it. We've got to it.
10:42
we've got, Sam two artists got a We the
10:44
two artists stuff. We got we got Seth all the
10:46
quest stuff. got Jen doing So all of
10:48
those people those day have some amount of
10:50
stuff that they're committing to the, the
10:53
total set, set of. is cool. Cause actually,
10:55
you know, one of our big challenges
10:57
and goals with, this this game we talked about
10:59
about this. just a few few episodes ago was
11:01
at the start of development we were
11:03
looking at the scope of this game
11:05
and we were like of this can't make
11:08
this game in the way that we've
11:10
been making games. Like we need to
11:12
redo everything to be scalable be we
11:14
can add more people to the process so
11:16
that we can that we can have a
11:18
lot more parallel development happening with fewer
11:20
dependencies and fewer people waiting on each
11:23
other to do to do shit. And so we we all
11:25
all new tools to make that happen
11:27
and and hey, look at that. It's working. We're using this shit
11:29
out of the out of the that we have. And
11:31
And without really any of them, we
11:33
got a lot of tools and without
11:35
any of them, the whole thing would
11:37
be thing significantly more of a nightmare more
11:39
of a different game. Let's just make a
11:41
different game. game. It Yeah. It be a
11:43
different and less game. game. you know, I
11:45
heard, I heard less. heard less. of We the
11:47
one of the monsters in Monster Hunter I
11:49
very popular. I mean, it's a monster
11:51
hunting game, of it. of it. very very
11:53
complicated. They're like like I'm following I'm following yourself. But
11:55
one one of those monsters apparently takes
11:57
about a year a some change to make.
11:59
make. And they have, which happens in parallel. exactly, so they
12:01
it, of course, with of very large
12:04
team. large But mean, they have dozens of
12:06
these things and it's like, it's insane.
12:08
it's We insane. about that with that with AAA for
12:10
like I can't remember can't remember were talking we
12:12
but for one of the big but
12:14
titles, of the big triple titles, the same where they would
12:16
have a team of basically five people,
12:18
each team acting in parallel people, on
12:20
a different sort of level of the
12:22
game. a different sort of And it was the
12:24
same deal because that process takes of three
12:26
to six months. right, right, right, right, right? to To
12:28
complete a section. right? Right. So you solve that problem
12:30
with scale. just have way, have tons of
12:32
of teams, we're in kind of kind of in
12:34
this weird middle ground where we
12:36
have such a small scale have such a small
12:38
scale that, still the case that case that
12:41
like, if a single took us six months
12:43
to add, the game wouldn't be finished,
12:45
be right? Cause we only have a
12:47
couple of people working on it.
12:49
So we still have like a little
12:51
bit of parallel work happening, a but
12:53
it still has to be happening, but it
12:55
still has to be fast as fun. So we got that that.
12:57
And then, together because all come
13:00
together because of how things of how
13:02
things work complicated morass, own whole
13:04
complicated can right? But we basically
13:06
can independently version the data so the
13:08
world map can be we publish when we publish
13:10
it. to it, data can the game data can
13:12
be incremented when we publish changes to
13:14
it, and then the game itself, which basically
13:16
bundles those things together plus all of
13:19
its logic and stuff, and stuff, right? Also can
13:21
be versioned. that it captures a snapshot of those
13:23
other things, right? those And so for that,
13:25
every time we do that, we go
13:27
through an automated system that that makes the
13:29
builds a mixture of Windows build on first it makes
13:31
Google play a build it makes our our iOS build it
13:33
makes them test builds does all Things that
13:35
actually that actually customers can play, I
13:37
guess you could put it I
13:39
guess way, you could put that way with QA or
13:41
Yeah, so that so that goes
13:43
through QA QA then our QA our
13:45
day day whatever version is available
13:48
and they can test changes
13:50
and so on. and So that
13:52
has happened and so times. has happened 333
13:54
which is more than once
13:56
a day on average, a day on
13:58
average, right? What's a workday? And that That means
14:00
because every time we do that, every
14:02
time we version of the game, we
14:04
make a build for each of those
14:06
platforms, that's at least three builds per
14:09
version. So we're looking at, you know,
14:11
a thousand plus builds. Because also there's
14:13
also the demo builds and all these
14:15
like test things that we do and
14:17
stuff. So we're looking at well over
14:19
a thousand built. versions of the game
14:21
that got deployed to targets and like
14:23
the whole fucking deal. What I really
14:25
love about this is that we just
14:27
think it back at the first crash
14:30
once but Seth would just sit there
14:32
for an hour while the game every
14:34
Friday. Yeah. One per week. That was
14:36
even true up until towards the end
14:38
of the first year working on level.
14:40
Yeah. Was like each week. And like
14:42
in level head we were like we
14:44
need we need some we need some
14:46
QA like we really need QA right
14:49
and so we work on level head
14:51
we hired some part-time QA that they
14:53
would just only come in on Fridays
14:55
yeah and then like Thursday end of
14:57
day was when I would go back
14:59
through through get and like make a
15:01
Google doc and like type up all
15:03
the patch notes of manually of what
15:05
what changed that week and then make
15:07
and then the entire last half of
15:10
my day on Thursday was making those
15:12
builds. and putting them in drop box
15:14
or whatever for the QA team. So
15:16
once a week we would get our
15:18
like four hours of testing. Yeah, it's
15:20
insane scale. If you want to and
15:22
Seth put a talk together about that
15:24
for GDC in 2019, I think it
15:26
was. 20 or 20. That was your
15:29
digital talk. Yeah, yeah. Because. Yeah, pandemic.
15:31
Yeah, so if Sam can drop a
15:33
link in the show notes to that
15:35
talk to give you that, if you
15:37
want to, if you want to hear
15:39
the full picture, which is how we
15:41
went from making a build a week
15:43
at most in doing no QA to
15:45
where we are now, which is we
15:47
make builds one or two builds every
15:50
day and goes to QA every day.
15:52
It's like, oh God, you know. Yeah,
15:54
that talk is called stress free game
15:56
development, if you only looked at up.
15:58
on YouTube. And so that brings us
16:00
to the end of the things that
16:02
are fairly. easily measurable and relatively interpretable
16:04
because things like so sure I said
16:06
we added 700 new art assets but
16:09
how many got changed I don't know
16:11
it's too hard to measure right yeah
16:13
we added 80 thousand words but how
16:15
many got changed my heart about that
16:17
too is that every every armor set
16:19
that flux has is around I think
16:21
60 pieces and we added the other
16:23
half of them but you wouldn't actually
16:25
pick that up because it's just a
16:27
it's an update to her spine file
16:30
which is a basically it's another 300
16:32
drawings yeah just inside of flux of
16:34
spine file which you wouldn't have seen
16:36
which is like so there's stuff like
16:38
yeah it's it's an undercount you know
16:40
what I mean it's an undercount well
16:42
that's thing is why it's an important
16:44
takeaway of knowing like this is why
16:46
At this point in my life, I'm
16:49
like, don't bother measuring almost anything. It's
16:51
fucking pointless. You just, you take the
16:53
way the wrong lessons, right? Because all
16:55
you know is the thing you can
16:57
easily measure. In this case, it's easy
16:59
to look at like a number that
17:01
is bigger now, right? But that brings
17:03
us to the lines of code, which
17:05
is a thing, good example of like
17:07
how hard it is to make a
17:10
meaningful sense out of this, right? Because
17:12
over the year we've added 18,000 lines
17:14
of code, which first blush, when I
17:16
first saw the number, I was like,
17:18
that's not very many, right? If you're
17:20
not familiar with this kind of thing,
17:22
it seems like a lot, right? But
17:24
like, I was like, oh, that's actually
17:26
weirdly small. Because what I'm not capturing,
17:29
because what actually matters is change. It
17:31
doesn't matter what was added. Right. It
17:33
matters what was changed, which includes addition
17:35
subtractions and changes, right? Now, I would
17:37
bet anything that if we looked at.
17:39
I've deleted a lot. Yeah, that if
17:41
we looked at the additions, deletions, and
17:43
changes, like for individual lines of code
17:45
in the project, it's easily well over
17:47
100,000. I would bet. Yeah. What interesting
17:50
example is, so. So we parted ways
17:52
with Netflix this year and while we
17:54
were working with them we had their
17:56
SDK integrated into the project and we
17:58
were developing our cloud saving system in
18:00
accordance with the specs that they required
18:02
for how their stuff worked. And that
18:04
was a ton of code in the
18:06
game. And then once... once we parted
18:09
ways with them, like, all right, rip
18:11
it out, right? And just delete all
18:13
that code because we don't need it
18:15
anymore. And we, but then, so that,
18:17
like we added a ton of code,
18:19
removed a ton of code, and then
18:21
we rebuilt the cloud saving system after
18:23
that to be a different, a totally
18:25
different model, but it was probably about
18:27
the same amount of code, maybe even
18:30
less code than the original cloud saving
18:32
system we had, because it was simpler.
18:34
Right. And so. As one of my
18:36
favorite sayings is like in programming the
18:38
most powerful key on your keyboard is
18:40
delete, right? Because like, oftentimes your first
18:42
solution to a problem is too complicated,
18:44
too convoluted, and over times you learn
18:46
more you can simplify it and like
18:49
break it down, you know, and you
18:51
end up with less code. but more
18:53
functional code. Yeah. Often it's more valuable
18:55
to have a negative lines added counter,
18:57
right? Especially with the way we've been
18:59
moving, which is this parallelization of the
19:01
work of making the game, has also
19:03
largely been about not having code. Not
19:05
requiring code for things to progress. So
19:07
all of those geez, all of those
19:10
game changers that I was talking about,
19:12
all of those game changes, adding new
19:14
modes for whatever else, did not take
19:16
new code, right? So that creatures, for
19:18
example, I think, probably have something like
19:20
2,500 lines of code, I would guess.
19:22
But every time we add a new
19:24
creature, of which we now have a
19:26
lot, that adds zero lines of code
19:29
because they use the same code, right?
19:31
It's the game changer data that gets
19:33
interpreted by the code. And every now
19:35
and then, so I actually, I did
19:37
some tweaks to creature behaviors to their
19:39
pathfinding this week. It actually added nothing.
19:41
It added no lines of code. It
19:43
was just some modifications here and there
19:45
to stuff that was already there. And
19:47
that affects every creature. And it's like
19:50
a sweeping change across the whole game.
19:52
So yeah. It is kind of funny
19:54
though when you hear about managers in
19:56
larger companies measuring productivity of their programmers
19:58
by how many lines of code they
20:00
produce. There's no way to measure it.
20:02
And so, because I've also been seeing
20:04
a slew of articles from like people
20:06
trying to measure the impact of like
20:09
AI tools on coding, right? And positive
20:11
or negative, mine of takeaway every time
20:13
is like, this is bullshit because. you
20:15
need a metric to understand like what
20:17
the impact is and the metrics are
20:19
things like quality productivity and I'm like
20:21
how the fuck are you if we
20:23
measure code? Anytime somebody measures productivity in
20:25
my mind I'm like what is that?
20:27
Like when people are like oh yeah
20:30
for example like like the average workers
20:32
productivity has gone up by like 300%
20:34
but wages have only gone up by
20:36
blah. I'm like agreed that we should
20:38
all get more money. But what the
20:40
fuck is this product? Is it actions
20:42
permit? Is it Starcraft? Are we just
20:44
going to action to commit? You know
20:46
what I mean? Like is that what
20:49
we're doing? Is it email sent? What
20:51
is it? If I have meetings all
20:53
week, like is that? And again, just
20:55
like if I'm programming, it's usually more
20:57
productive to have not done something. I
20:59
think we could safely say that. regardless
21:01
of the metric used, it was a
21:03
very productive year for us. Wait, oh,
21:05
that's the other thing. It's like, as
21:07
we're all stages, snapshots, right? Because we're
21:10
looking, because I was looking at a
21:12
snapshot from basically December of 2023, and
21:14
then a snapshot from last week, December
21:16
24, right? And so it's not only.
21:18
is it, because it's again, changes are
21:20
what we actually do. What you do
21:22
is you hit a key in the
21:24
keyboard to make a change, right? What
21:26
you do is you move a pen
21:29
and add a stroke to a page,
21:31
right? It's like, that's what we actually
21:33
do. But what we can measure are
21:35
basically like, but most of what we
21:37
do, we throw away, right? You rewrite.
21:39
It's kind of like measuring a coastline,
21:41
right? It's like, as you zoom in
21:43
a coastline, I try to measure how
21:45
long it is. It gets, it keeps
21:47
getting longer. Every time you zoom out
21:50
and it gets longer, right? It's the
21:52
same deal trying to understand, like, what
21:54
actually, what the fuck actually happened? And
21:56
so all we have are these snapshots.
21:58
And those are already impossible to really
22:00
make meaningful sense out of. So. It's
22:02
cool when the amount of stuff we
22:04
can capture that represents a tiny fraction
22:06
of the work is big, right? Because
22:09
that fucking tells you. Like that's the
22:11
lower limit by a lot. Yeah, it's
22:13
way lower than what actually happened, right?
22:15
Which is all to say. We did
22:17
a fuck load, over the year. It
22:19
was a lot. We basically made the
22:21
whole ass game in effect, right? this
22:23
year. And it just makes me like
22:25
it blows my mind thinking about how
22:27
like with a team of nine, three
22:30
of whom are basically the content team.
22:32
The rest of us are all doing
22:34
support roles of various sorts, right? So
22:36
the team of three basically make four.
22:38
Four. Four. Yeah, I don't know. Two
22:40
artists. Yep. Two artists. All right. Yeah.
22:42
So a team of four basically doing
22:44
all the content stuff. I always think
22:46
of like the categorically because historically it's
22:49
only been Sam. and looking at the
22:51
numbers, the enormous underestimate representing that work,
22:53
and the thinking of like Larian doing
22:55
Baldur's Gate 3, oh yeah, with 600
22:57
people and a single character. I think
22:59
they had 400, I think 400 people
23:01
over seven years. Yeah, for seven years,
23:03
and like, to the point where they
23:05
have, you know, like a single character
23:07
who has a dozen hours of spoken
23:10
VO dialogue, right, like, fucking... unimaginable. Like
23:12
think about how hard it is to
23:14
operate at our scale, like all the
23:16
tools that we've developed, all the practices
23:18
that we've worked out, how hard it
23:20
still is, right? And like trying to
23:22
measure like operating at that scale. I'm
23:24
like, I don't know, it's no wonder
23:26
they were talking to people who work
23:29
at big studios or just like underwater
23:31
all the time. Yeah. Because we also
23:33
are. And, you know. I mean, the
23:35
hardest part of anything is the integration
23:37
problem, you know. I've like, okay, I
23:39
have this thing, I have this quest,
23:41
I want to, the story I want
23:43
to tell. I mean, we were, Sam
23:45
and I were even laughing yesterday because
23:47
all throughout crashants too, we've had this
23:50
little thing that happens when a little
23:52
thing that happens when a, when a,
23:54
when a, when a, when a, is
23:56
we just had these three little exclamation
23:58
marks pop out of it, these red
24:00
exclamation marks to represent like, it's mad
24:02
and it's coming for you, right? And
24:04
as kind of our end of development
24:06
sort of polishing and stuff, you know,
24:09
we're just kind of looking at everything
24:11
like what can we kind of shore
24:13
up to just like make it better,
24:15
right? And that just kind of popped
24:17
up yesterday and then was like, I
24:19
could make a new like a new
24:21
like a sprite of like a cool
24:23
looking. It's irritatedated me as an art
24:25
person because it's just. It's kind of
24:27
just a flat looking, it's just three
24:30
exclamation points. It's just text, also that
24:32
means like, if we change the font
24:34
over to like a CJK font, then
24:36
those exclamation marks become like much further
24:38
apart and thinner, which doesn't look as
24:40
good. Yeah. And so, yeah, let's get
24:42
a sprite on that thing. And baseline,
24:44
you know, as a as a game
24:46
programmer, somebody was like, hey, can you
24:49
like make it so that a visual
24:51
of an exclamation mark flies out of
24:53
this. creature. It's like, yeah, that's like
24:55
taking five minutes, no problem. But then
24:57
the question is, okay, well, like, we
24:59
already have a system of other text
25:01
flying out of creatures of like the
25:03
numbers when you deal damage them and
25:05
stuff. And that thing's actually kind of
25:07
complicated because those numbers kind of like
25:10
add together and they try not to
25:12
overlap, etc. etc. etc. All right. So
25:14
that first is like, okay, should this
25:16
exclamation mark respect those same rules? Or
25:18
is it like a different thing? And
25:20
then also what about things like the
25:22
health bars over their heads and other
25:24
stuff like where should this thing pop?
25:26
Where should this thing? But then when
25:29
you go to plug it in, then
25:31
you got a bunch of questions to
25:33
answer. Now we have the advantage of
25:35
there's very few people to ask to
25:37
get the answers to those questions. We
25:39
can just kind of quickly do it.
25:41
And I can't imagine, like, so we'd
25:43
be like, yeah, we should swap this
25:45
after the exclamation mark. And they're like,
25:47
all right, well, we'll put it on
25:50
the board and in two weeks, we're
25:52
going to have a meeting and see
25:54
how we can, we're going to call
25:56
in all the engineers involved and we're
25:58
going to see how we can get
26:00
that exclamation market. I see why a
26:02
lot of those quality of life things
26:04
just go out the window at larger
26:06
scale, because it is hard. It is
26:08
hard. It is hard. It is hard.
26:11
It's very hard. It's very hard. It's
26:13
very hard. It's very hard. Yeah, somehow.
26:15
We talked about like the field of
26:17
view slider and star field and shit
26:19
like that, right? Where it's like, there
26:21
are reasons why, why all those things
26:23
just don't go in and it's because
26:25
everything goes harder than you think. Once
26:27
you scale up, it gets hard to
26:30
do just about anything. So yeah, I'm
26:32
very proud of how we've managed to
26:34
scale up and because of the care
26:36
we've taken with it, it's gotten, it's
26:38
just gotten easier and easier to do,
26:40
to do stuff in crash line, like
26:42
within crash lines to itself itself, you
26:44
know, you know, you know, you know,
26:46
you know, you know, you know, you
26:48
know, which is cool shit, adding all
26:51
the sense. Yeah, a lot of the
26:53
problems that we've had on the sort
26:55
of like the game side, a lot
26:57
of it actually just has had to
26:59
do with optimization of the dev tools.
27:01
Correct. Yeah. Just because of, you know,
27:03
if we have, you know, if we
27:05
have, so fucking big, there's so many
27:07
things in it. Yeah. If thousands and
27:10
thousands of things, like how do we
27:12
speed up load times and stuff so
27:14
that like we're not sitting 10 seconds
27:16
for this thing? you know, so can
27:18
we get that down to six or
27:20
five? You know, I know like a
27:22
lot of people who use like unreal
27:24
engine or unity are probably here in
27:26
like 10 seconds. Oh, please give me
27:28
give me 10 second load times, you
27:31
know, but we're big believers in the
27:33
problem of like, if you have a
27:35
load time almost at all, that's an
27:37
opportunity for you to accidentally derail yourself.
27:39
Right, because as soon as you find
27:41
yourself alt tabing to be like. like
27:43
check an email or something. You go
27:45
overshoot. Well, you're not, yeah, you overshoot
27:47
and now you're in the middle of
27:50
something else and it creates this big
27:52
task switching, you know, waste problem, right?
27:54
And even if you don't, it does
27:56
change your behavior because I, because I
27:58
find like when I'm working in my
28:00
web stuff, I guess I'm working on
28:02
my new web stuff, like with blork,
28:04
which you're talking about the past, like
28:06
the string server, right? So I just
28:08
I just make changes as I go.
28:11
I'm I'm I don't take into account
28:13
Viewing it like seeing the consequence of
28:15
the change as like part of my
28:17
how I work on the project when
28:19
I switch over to so you can
28:21
get into a flow state when you're
28:23
just working on stuff seeing what happens
28:25
whenever when I switch back to like
28:27
rumpus the project that powers all of
28:30
our web stuff right which is old
28:32
and huge and huge and I've not
28:34
been able to upgrade it to all
28:36
the newest ways of doing things, so
28:38
it's just too big and hard to
28:40
do that with, right? Or when I
28:42
go try to like do some stuff
28:44
in Game Maker and the crashes do
28:46
code base. In both cases, it's just,
28:48
even though like the wait times aren't
28:51
horrible, it's noticeable. But something I have
28:53
to pay attention to, which means that
28:55
I, the way I work is completely
28:57
different. It's basically like, I try to
28:59
figure out things I can all, I
29:01
can make, I can change it once.
29:03
Yeah, you do bigger batches basically. You
29:05
do bigger batches, which was now increasing
29:07
the likelihood that that debugs. That's harder.
29:10
Yeah, so it is, it's, it's, it's
29:12
been really important this whole time for
29:14
us to keep all those times down.
29:16
And like, and we, the times are
29:18
like, we all feel the times being
29:20
too long because they will always be
29:22
too long, right? They just always are
29:24
too long, right? But we've done a
29:26
decent job of like, too human. children
29:28
human people being added to the world
29:31
across our team. We've actually had four
29:33
children added. In the past two years.
29:35
Yeah. So prior to crash ends to
29:37
zero children. within the studio. It's like
29:39
nobody in the studio had kids. And
29:41
then over the course of crash, it's
29:43
two four kids. We're bored. Sudden, sudden
29:45
explosion of babies. It was time. I
29:47
mean, I mean, I'm proud of theirs.
29:50
Like, you know, we got, like, Jordan
29:52
got to take full parental leave during
29:54
his time. Right? So you got two
29:56
months? Don't. Because if I can, that
29:58
might sound, I guess for our European
30:00
business or anything. But two months, but
30:02
you know, this is America and we
30:04
have no government assistance with anything. So
30:06
all that is just, that's just us.
30:08
That's us. Doing that. Just doing what
30:11
we can. Try out. Yeah, you know,
30:13
and I got to take two weeks,
30:15
which like, not a lot, but, but
30:17
still something, you know, more than a
30:19
lot of people get, which is insane.
30:21
Which is insane. Yeah, begged all of
30:23
your parental leave for... My plan is
30:25
post-crisis. Take it a nice chunk. Spend
30:27
some more time with the kids. I
30:30
think it's kind of a interesting topic
30:32
too. I was talking about if you're
30:34
a small team like ours and if
30:36
you're in like a role like Sam's
30:38
role, where the project basically comes to
30:40
a halt at some point if Sam's
30:42
gone for too long, right? And so
30:44
when it comes something like parental leave,
30:46
it's like we want to be able
30:48
to be able to say like, oh
30:51
yeah, go take your... two months, three
30:53
months, whatever, parental leave. But it has
30:55
a different cost at that point. Yeah,
30:57
but the cost on the company is
30:59
that if Sam is gone for like
31:01
a week is fine, two weeks starts
31:03
to like shave a little bit, but
31:05
everybody can still make stuff work. The
31:07
amount of rework that will have to
31:10
happen. The longer Sam was gone, goes
31:12
up really fast, because if he's not
31:14
around to help with decisions, by the
31:16
time he gets back, we're like, oh
31:18
shit, we shouldn't have gone down some
31:20
path or whatever, or whatever, right. So
31:22
once we shouldn't, or whatever, or whatever,
31:24
right. So once we shouldn't, or whatever,
31:26
or whatever. So once we shouldn't, or
31:28
whatever. So once we shouldn't, or whatever.
31:31
So once we shouldn't, or whatever. So
31:33
once we shouldn't, or whatever. But it's
31:35
like now starting to become the problem.
31:37
Four weeks now, like probably some bad
31:39
stuff has happened. We get all the
31:41
way out to like two months. It's
31:43
like, oh shit, we've derailed something badly.
31:45
Well, and so, you know, what you
31:47
basically got to do in that scenario
31:50
is plan ahead and like reorient what's
31:52
going to happen in that time, right?
31:54
So if it was like, okay, we
31:56
have like a bunch of tech stuff
31:58
that we just want to solve that
32:00
doesn't. require much in way of like
32:02
art or game design, you know, like
32:04
the coverage stuff that Sam's involved in.
32:06
Yeah. So, you know, it's, it's like,
32:08
it would be doable, but it would,
32:11
you know, we'd have, we'd have to
32:13
like shuffle things around. But it's not
32:15
really doable now. Yeah, it's the timing
32:17
is huge for all this stuff, right?
32:19
And I think I'm, I'm just really
32:21
happy we're able to give that at
32:23
least like, like, like, like, like, to
32:25
be so chunky. for you know maybe
32:27
whatever else because yeah I know but
32:30
the plan is next year to take
32:32
off basically to take the total amount
32:34
of time just sort of break it
32:36
up over the year in more manageable
32:38
chunks which I'm very excited about because
32:40
the babies are they're more interesting now
32:42
you know frankly yeah so it's true
32:44
yeah taking the print to leave in
32:46
like the first two months it's like
32:48
babies just sitting there but it's awesome
32:51
it's kind of like what it is
32:53
like battling that and then afterwards these
32:55
who got a lot of just hanging
32:57
out to do you know a lot
32:59
of care and hanging out to the
33:01
bed. Yes. So yeah. Yeah. It's my
33:03
own personal life achievement this year is
33:05
I lifted 3.7 million pounds this year.
33:07
That's a lot. Which is pretty backloaded
33:10
actually because at the start of this
33:12
year I would go to the gym
33:14
and I would do one set and
33:16
then I feel like I was going
33:18
to throw up and then go home.
33:20
You know, so it's been a good
33:22
journey for me to become much stronger
33:24
and healthier and And I've lifted several
33:26
blue whales. Didn't you get most of
33:28
those blue whales lifted in the last
33:31
like four months? Yeah. Yeah. I started
33:33
to be able to get into like
33:35
a much better routine, actually like over
33:37
our summer break in July, where I
33:39
really kind of sat down and kind
33:41
of like planned out what I was
33:43
going to do, because I think the
33:45
trap that I've always fallen into in
33:47
the past is thinking of things in
33:50
like a temporary way. Right. It's like,
33:52
okay, I'm going to do a six-week
33:54
six-week program. I'm gonna do a 10-week
33:56
program. And I kind of pivoted my
33:58
thinking on it. It's like, no, this
34:00
is just, I just need to like
34:02
change how I'm living my life so
34:04
that I make space for this, right?
34:06
always and make it flexible so that
34:08
it's not really like if I miss
34:11
a couple of days I can't get
34:13
derailed. Like that's the goal because that's
34:15
always happened to be in the past
34:17
you know and so yeah I've managed
34:19
to keep it up for like six
34:21
months just getting in there and doing
34:23
stuff. It's huge. So it's huge and
34:25
soon so will I be. Well then
34:27
on the, because I'm this last, like
34:30
the heart stance, right? Did you go
34:32
ahead? Yep, that's the end of the
34:34
heart. And there's a bunch of stuff
34:36
about like, you know, other games and
34:38
stuff, but I think, actually, I'll just,
34:40
I'll hit a few level head items
34:42
because it's kind of fun. And level
34:44
head doesn't get talked about that much,
34:46
you know. So we also have, our
34:48
first time and games done quick. Yeah,
34:51
so huge things to the community and
34:53
then illegally say on particular who did
34:55
the run. We've all, like back when
34:57
we launched Level Head, we were like,
34:59
this is a game for speed runners,
35:01
like we. We were trying so hard
35:03
to get anybody to pay attention to
35:05
give a shit and like put it
35:07
in those things and just nobody did.
35:10
So good. It was the community for
35:12
every year. They resubmit, they keep on
35:14
doing it. And so this year. And
35:16
it was a great, it's great to
35:18
watch too. Even if you don't know
35:20
exactly what's going on, like the commentary
35:22
is great. We do a fantastic job
35:24
and the video is on YouTube. So
35:26
you can look up a level head,
35:28
GDQ or a. illegally Sam, you'll find
35:31
it. Yeah, and Sam, we could pop
35:33
a link into the shownotes also. And
35:35
it's also focused, because so legally Sam
35:37
completed it in 46 minutes, which isn't
35:39
even the record, right? It's, you know,
35:41
very fast. For the campaign, yeah. And,
35:43
which is particularly funny, because like, I
35:45
still haven't completed the last, like, I
35:47
don't know, 10 levels or something of
35:50
the game. And here this person is
35:52
just... I'm not sure what the real
35:54
record is. It's chatting the whole time.
35:56
I'm the performative aspect of it. I
35:58
don't understand how you do that. I'm
36:00
not sure what the real record is,
36:02
but it's probably close to 30 minutes
36:04
out of a bit, because when people
36:06
aren't like trying to talk and do
36:08
it at the same time. So. But
36:11
it is very fun to watch the
36:13
techniques and stuff that the community is
36:15
putting together for that. So it's not
36:17
super fun. So even though there aren't
36:19
that many players of Level Head, it's
36:21
still like the stuff adds up. Like
36:23
everything just adds up, right? So for
36:25
the past year, we've had 13,000 new
36:27
levels added. Jesus. So, and because of
36:30
the, and we designed level it intentionally
36:32
this way to make it so that,
36:34
that it's not dependent on how many
36:36
people are playing right now, right? Because
36:38
we knew for any game, no matter,
36:40
even if it was really popular when
36:42
it first launched, it would eventually not
36:44
be, you know. And so, the logic
36:46
was, well, if somebody makes a level,
36:48
like, who cares if they made it
36:51
three years ago? You know, if you
36:53
know, if you haven't played it, that,
36:55
that's a new level to you. That's
36:57
a new level to you. That's a
36:59
new level to you. That's a new
37:01
level to you. That's a new level
37:03
to you. Yeah, it's a lot. And
37:05
it's hard to know if those are
37:07
published levels, and it's hard to know
37:10
if those are good, right? But, well,
37:12
most aren't, because that's just the rule
37:14
of things. Most aren't, but we have
37:16
another metric to get a sense of
37:18
like how many of those are good,
37:20
which is did somebody bother to get
37:22
them published into the tower? You know,
37:24
put the grade levels, put the points
37:26
in, and it graduated out of the
37:28
marketing department. And so of those 13,000
37:31
new levels, 2000 got added to the
37:33
marketing department. So if you, I mean,
37:35
if you wanted to play a game
37:37
that had fuck loads of content, then
37:39
even level head, which doesn't have that
37:41
many players, added 2,000 levels. I did,
37:43
I did see, I think it was
37:45
in the level head, uh, subreddit, which
37:47
I lurk. I lurk in, you know.
37:50
Somebody had popped in basically being like,
37:52
hey, I want to play this game,
37:54
like I wanted to play when it
37:56
came out, but I never got around
37:58
to it. And now I'm worried that
38:00
the player, the player base is too
38:02
small, you know, because I think they
38:04
were looking at like steam concurrent players
38:06
or something like that. Probably. Yep. And
38:08
so I jumped in I was like,
38:11
well, here's the thing, like, it's not.
38:13
on steam. You know, it's on like
38:15
seven different platforms. There's enough people. There's
38:17
enough people every day playing the game
38:19
that is still, because of how we
38:21
design that flexibility system with the marketing
38:23
department, everything. There's enough bandwidth, weirdly enough
38:25
for. Yeah, it's designed to work at
38:27
pretty, dang, small scales. And it turned
38:30
out it works, which is pretty dope.
38:32
So, and like, and weirdly, like the
38:34
longer you wait to play it, the
38:36
more stuff, you know, like the better
38:38
it is, the more stuff. As long
38:40
as there are a few dozen people,
38:42
not even like at a time playing,
38:44
but just like actively playing the game
38:46
and playing. community levels and stuff. That's
38:48
all it takes to keep the game.
38:51
It's all it needs. It was my
38:53
design. It's a crazy thing. It's pretty
38:55
dope. So I love to see the
38:57
network. Because that means that, you know,
38:59
level head can still have its day
39:01
someday. We're all hoping. Because it's just
39:03
waiting. It's waiting in the wings. But
39:05
the individual players, there's kind of fun
39:07
stats for us. I actually like looked
39:10
at the stats to see what the
39:12
community was up to. for the levels
39:14
that have accumulated the most playtime so
39:16
of levels he's made right which could
39:18
add up to 250 days of human
39:20
time has gone real that is way
39:22
more than most game devs most into
39:24
game devs man yeah yeah yeah published
39:26
that's insane that's great because that and
39:28
that literally meaning if you were to
39:31
sit down like and play this 250
39:33
you know days of straight hours right
39:35
so break that in to take that
39:37
time as three to give you a
39:39
work day, right? And you're looking at
39:41
two plus years of playing hundred days.
39:43
Somebody is putting all their time into
39:45
it, right? It's 2,400 hours, 4,800. Yeah,
39:47
so it's going to be something like
39:50
6,000 something hours of hours of play.
39:52
So that's fucking cool. And that's the
39:54
top. There's also like, all this stuff
39:56
is on a power curve. Just like,
39:58
I think it is kind of fun
40:00
to look at like level level in
40:02
stats because. they work the same way
40:04
as the games industry at large, right,
40:06
where you've got a few at the
40:08
very top, there's a power curve, it
40:11
rapidly falls down, and then there's like
40:13
a long tail, you know, and you
40:15
can see that it's the same power.
40:17
And the people who publish a lot
40:19
of levels, and therefore end up with
40:21
a lot of followers, like as they
40:23
publish their next levels, those levels immediately
40:25
get more play, and it kind of
40:27
creates this feedback loop, right? Just like
40:30
in game, just like in game. successful
40:32
studios, they're like, they've already got people
40:34
playing their existing stuff and then they
40:36
have a built-in player base. The best
40:38
thing about the marketing department system is
40:40
that that allows people to break out
40:42
of it. So, because we are like,
40:44
we're in the games, it's true, we
40:46
know how fucking hard it is. And
40:48
so we were like, how do we
40:51
make sure? that's not just a winner-take-all
40:53
system. I would say the marketing department
40:55
is what it used to feel like
40:57
in the indie space in like the
40:59
early 2010s with like how YouTube worked,
41:01
right? It's also how steam worked at
41:03
the beginning because like- Because steam green
41:05
light, steam green light, but like steam,
41:07
when you would publish a game on
41:10
steam, they would guarantee 500,000 views. That's
41:12
true, right? That's true. Where they would
41:14
put your game in front of 500,000
41:16
people to collect the stats to collect
41:18
the stats to decide what to decide
41:20
what to do next, right to do.
41:22
is like a most recent thing from
41:24
a conversation I saw with Chris Zakowski
41:26
on and some YouTubeers that they use
41:28
the discovery cue now when you publish
41:31
to kind of do the same thing.
41:33
It's like they put the game in
41:35
there and then basically see how well
41:37
it. But they don't put everything in
41:39
there. I don't think. Yeah, I think
41:41
they do. Well, yeah. Because they're used
41:43
to being... I don't really see garbage
41:45
stuff in there to be that stuff.
41:47
Exactly, because I get mostly popular things
41:50
like the discovery. Yeah, and it's because,
41:52
and it has to be, because otherwise
41:54
people would stop using the discovery cue,
41:56
right? Because if all they saw was
41:58
the bulk, because most games are a
42:00
person's first game. It's like, what's on
42:02
steam these days, right? which isn't, to
42:04
say that they're bad necessarily, but they're
42:06
gonna be rough around the edges, you
42:08
know? But they probably are. And they
42:11
probably are. Most, yeah, most things. And
42:13
that's, yeah, and that's the thing is
42:15
like, is once, once, once you don't
42:17
have the initial step of pre-filtering. games
42:19
for quality, at least by some metric,
42:21
right? Then the bulk of games become...
42:23
things that any one person doesn't want.
42:25
And so if what people are shown
42:27
is a discovery cue, that's just statistical,
42:30
it's just the games, then they're gonna
42:32
stop using that system because all they're
42:34
seeing is stuff they don't want, right?
42:36
So we're well beyond the time, we're
42:38
like, steam, we're like, steam, but guarantee
42:40
that if your game got on steam,
42:42
which was hard, then it would get
42:44
shown to people, and that Floyd's in.
42:46
100 days video where he basically played
42:48
the whole thing which is so far
42:51
if we you can look up like
42:53
I've done 100 days of crash ends.
42:55
The YouTube channel is Floyd's and it's
42:57
fantastic. All of his series are basically
42:59
just essentially either 100% or plays a
43:01
kind of more like a larger scale
43:03
open-worldly kind of games for 100 in-game
43:05
days. He did 100% crash lands. Yeah
43:07
he did. in and there's press the
43:10
video to watch a man slowly go
43:12
insane. Yeah, that was what was so
43:14
fun. It's way too much time and
43:16
again. Yeah, it's like two hours, but
43:18
it's sort of, it's like moving. It's
43:20
just the whole thing, but his commentary
43:22
is also hilarious because it's like, I
43:24
mean, you know, all of our games
43:26
are just the sci-fi kind of goofball
43:28
shit. So he's trying, he always reading
43:31
stuff for like talking about. who in
43:33
what city in this like insane broobist
43:35
town needs this thing done to some
43:37
other person and he's just sort of
43:39
losing his shit because the names of
43:41
stuff the names of everything are just
43:43
bonkers and things it's a it's a
43:45
very good time if you want like
43:47
a recap of busy if you want
43:50
to recap of the experience playing crashins
43:52
without playing it you don't have like
43:54
70 hours to Dunk before Crash 2
43:56
comes out. It's a pretty good, it's
43:58
a pretty good time. I mean, it's
44:00
just a two and a half hour
44:02
highlight real, you know. It really is,
44:04
yeah. It's, I found it, I watched
44:06
the whole thing. It was, because I've
44:08
also forgotten so much about the original
44:11
game. And. It's just a useful video
44:13
for us, to be honest. It's very
44:15
useful. Yeah, so I also reached out
44:17
to Flights. And I was like, hey,
44:19
thanks. By the way, by the way,
44:21
you probably. You probably. didn't think about
44:23
in these terms, but this is also
44:25
an extremely useful dev resource for us.
44:27
Because when we're like, what the fuck
44:30
was going on in original crash lands,
44:32
we could just be like, oh, let's
44:34
just like skim this video. Yeah, this
44:36
is pretty dope. And then for the
44:38
level of players, because some of these
44:40
numbers are just staggering. So player, Sire,
44:42
C-I-R-E, takes the record for the most
44:44
published levels period with 884, which is
44:46
a lot of. published levels. Damn. So
44:48
it's probably like 7% of the levels
44:51
that were published last year. Oh, that's
44:53
probably over the past, you know, four
44:55
years. Yeah, that's total, because total levels,
44:57
there's a lot of care what it
44:59
is, but there's a lot. It's over
45:01
200,000. But, but Sire also has the
45:03
most levels graduated to the tower. period,
45:05
but also this past year. And the
45:07
past year alone, they've gotten 229 levels
45:10
into the tower. What a day on
45:12
this? Which, if you're doing all the
45:14
math, is more than 10% of the
45:16
levels that made it to the tower
45:18
this year, right? From one person. Again,
45:20
this is the power group, right? Yep.
45:22
And, and, uh, credible. And then one
45:24
that is, and then we're going to
45:26
stat that's so unbelievable. The community seems
45:28
to think it's real. So I kept
45:31
it, but, but, which is a player,
45:33
Lomuk funfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanfanf has the most ribbons, which
45:35
ribbons are for top score, top score,
45:37
top score, top score on a level,
45:39
with 18,000. There's definitely a strat for
45:41
that, which is gonna be like going
45:43
and finding, just like finding levels with,
45:45
they like. and maybe have like a
45:47
low spice score like basically trying to
45:50
find levels that the game is unlikely
45:52
to surface it's clearly there like there's
45:54
a system in place for that right
45:56
and yeah but even then a fuckload
45:58
of work well the funny thing is
46:00
like I think we may have it
46:02
I don't think we have achievements related
46:04
to ribbons I think so just because
46:06
we were like we don't want people
46:08
to like the incentivized I think we
46:11
might have a low one but not
46:13
yeah I think we have similar I
46:15
wish once. Yeah, but like there's nothing
46:17
that you get for getting that many
46:19
ribs. That's personal satisfaction for the love
46:21
of the game. Well, that's 18,000. The
46:23
next second place player has 6,900, which
46:25
is still a fuck load. That's a
46:27
lot of fuck load, but is a
46:30
third, you know, this reminds me of
46:32
how like, uh, when it was revealed
46:34
that like one third of Wikipedia was
46:36
written by one guy. That's just, yeah,
46:38
that's tight. Yeah, because we owe that
46:40
guy a debt. Yeah, because Sire's here,
46:42
who has the most levels published, also
46:44
is in second place for shoes, which
46:46
is the speed score, with 8,600, right?
46:48
Which also makes sense, because if they're
46:51
publishing that many levels of the tower,
46:53
that means it to be playing a
46:55
lot of levels to accumulate all of
46:57
the marketing books, right? And, but they're
46:59
not just doing that, they're also. winning
47:01
a lot right which is pretty dope
47:03
and then finally a player juice box
47:05
which is a trademark infringement but whatever
47:07
it's like has has the lead in
47:10
shoes speed speed scores with 9600 which
47:12
again it's great just and this is
47:14
the kind of fun thing about levelhead
47:16
is even though we're perennially kind of
47:18
bummed that the game didn't take off
47:20
the way that we thought it would
47:22
and should and it goes I was
47:24
updating some stats also on our website
47:26
and stuff and I checked our review
47:28
score on steam It's still an overwhelmingly
47:31
positive. It's a 97% positive on stage.
47:33
The thing is, for the people who
47:35
got into it, they went real hard
47:37
into it. Yeah. And it's just, and
47:39
so it's that simultaneous perennial bummer that
47:41
the game didn't get as big as
47:43
it should have. But also seeing the
47:45
thriving small community who's just doing cool
47:47
shit, they're so into it, and you
47:49
start to see these guys, because like
47:52
somebody these players have been playing for
47:54
years. for just years. And so they
47:56
get to accumulate these kinds of wild
47:58
numbers. I mean, that was the goal
48:00
with that game. Like we wanted to
48:02
make a hobby game. It's like a
48:04
game that you can play for years
48:06
and there's always something new and fun
48:08
and interesting. to do, you know, and
48:11
we did. We did it. So, like
48:13
you're saying, sometimes it's just about like
48:15
confidence and discovery, you know, we're like,
48:17
it's possible that if Krashen's two takes
48:19
off and people start looking back through
48:21
the catalog and they're like, what else
48:23
has this company made? And you see
48:25
our most recent title of that is
48:27
level head, like level head numbers can
48:29
go up still. You never know. Actually,
48:32
I think original Krashen's had its biggest
48:34
sales. moved to the most units this
48:36
year. By far sold to more units
48:38
this year than I'm proud. And we
48:40
did it. So we have got questions
48:42
to, very steepest, so we did our
48:44
steepest accounts ever this year for usual
48:46
crash lands. And we have the hype
48:48
from Creshens too that are driving sales.
48:51
And so collectively this year, I didn't
48:53
actually tally it up to like look
48:55
at past years, but without a doubt,
48:57
this is our biggest year for Cres
48:59
for Creshens to sales. since the launch
49:01
year. Yeah, yeah, definitely. And collectively, it's
49:03
like, in terms of sheer unit volume,
49:05
sheer units moved. Yeah. And if you
49:07
were to add up the past several
49:09
years, I didn't go back to see
49:12
how many, but if you were to
49:14
add up the past several years of
49:16
units moved for original crash lands, it
49:18
would still be less than this year.
49:20
So just, we've got so many players
49:22
of crash lands this year, which is.
49:24
fucking cool. But we're gonna, but that
49:26
was part of our strategy too this
49:28
year, was to say, the more players
49:31
we get playing Crash Lands, and if
49:33
we have a mechanism to let them
49:35
know the Crash Ones 2 is out,
49:37
we're coming out, then we get to
49:39
basically use it as an advertising platform
49:41
for Crashins 2, and we did, we
49:43
have an original crash, and on steam,
49:45
we have a pop-up, or we have,
49:47
we have a message somewhere that tells
49:49
you, like, that kind of stuff. So
49:52
we have that system. And back when
49:54
we were collecting stats on that, because
49:56
we're now using a new mechanism that's
49:58
better for players, but we can't track
50:00
it anyway. So back when we had
50:02
a worse but trackable mechanism, it was
50:04
the biggest driver. of wish lists into
50:06
crash lines too. And so we were
50:08
like, okay, let's just triple down on
50:11
this, sell the game for nothing, and
50:13
just like, just get people in there
50:15
and get people into crash lines too.
50:17
It worked. So yeah. It worked. So
50:19
yeah. It boosted those wish lists by
50:21
quite a lot. Yeah. So I think,
50:23
you know, in, in like, in the
50:25
scheme of things, then as far as
50:27
what all these numbers mean, for us,
50:29
I think it's always like, like, like,
50:32
again, like, like, like, then you kind
50:34
of got to get the context. And
50:36
I think for us, it's like, starting
50:38
this year, we did not have any
50:40
of the rest of Crash Land's two
50:42
beyond the first zone. And even that
50:44
still had some stuff left to basically.
50:46
A lot of missing pieces. Yeah. So
50:48
this whole last year, we're now set
50:51
this currently actively building out the final,
50:53
like the basically the finale kind of
50:55
boss area. So we're at the end.
50:57
Just about all the side of content
50:59
is actually complete. Also, we basically did
51:01
that ahead of time this time. So
51:03
the bones of it are, it's basically,
51:05
I mean, like, the bones of it
51:07
are all, it's all done. You know,
51:09
I mean, like, the bones, the guts,
51:12
like, the bones, the guts, there's like,
51:14
there's like, there's like a few, we
51:16
got pop the eyeballs in, you know
51:18
what I mean? Like, there's some, like,
51:20
there's some, like, open wounds here and
51:22
there, you know, but like, like, some
51:24
things, you know, like, like, like, the
51:26
bones, like, like, like, like, like, like,
51:28
like, like, like, like, like, like, on
51:31
top of that didn't have localization going
51:33
yet, nor the full systems ready for
51:35
that, which now again, it's mostly localized.
51:37
We didn't like, I guess from like,
51:39
from a control standpoint, from a like
51:41
UX standpoint, there are still just a
51:43
lot of things that we had left.
51:45
A fully rebuilt controller support. Yes, controllers
51:47
work in menus menus now and all
51:49
sorts of ways, like a whole bunch
51:52
of overhauls to that stuff like the
51:54
reality as far as what this looks
51:56
like for us coming into then the
51:58
launch of the game and into next
52:00
year is. I think one of, well
52:02
I'm very excited because one. we haven't
52:04
announced the launch date yet, but we
52:06
chose it in a way that I
52:08
think allows us to finish, again, like
52:11
finish getting the game fully tightened down.
52:13
I guess that is an announcement end
52:15
of itself, is that we do have
52:17
a launch date. We actually know it
52:19
now. Yeah, it is set. Quite known
52:21
it. Yeah, yeah. And so, you know,
52:23
all that stuff kind of, it all
52:25
starts on rolling in 2025. And so
52:27
it's kind of nice to be at
52:29
that end point to be at that
52:32
end point. Level Head came out May,
52:34
May, April 2020. April 2020 was when
52:36
we launched Little Head. Yeah, it's already
52:38
like a month into the pandemic, you
52:40
know, it was a chaotic time. And
52:42
we started on crashins to stuff like
52:44
fully around October, November, something like that,
52:46
with some some initial multiplayer experiments and
52:48
stuff like that. So you're looking at.
52:51
We just we just passed the four
52:53
years of like development of crashins to.
52:55
Yeah. So it's been a long road.
52:57
this last year has been one of
52:59
those things where I feel like, you
53:01
know, that we talked about, we're like,
53:03
would you rather walk across the planet
53:05
or take this take half the time
53:07
building a jet and then just fly
53:09
across? And that's sort of what this
53:12
felt like, you know? And the thing
53:14
is, it's one thing in theory to
53:16
say it at the beginning of a
53:18
project, right? I think we could do
53:20
it this way and it'll work, but
53:22
it's a whole other one to be
53:24
now kind of finally at the end
53:26
of, the systems and the tools and
53:28
that kind of stuff to do. So
53:31
we're trying to predict the shape of
53:33
the work and the shape of the
53:35
work as it could be, and what
53:37
it would look like to get us
53:39
there in our ability to do it.
53:41
And then we have to commit to
53:43
that, and then it has to work,
53:45
right? It's a big gamble. And the
53:47
fact that we get to just feel
53:49
it paying off so intensely, where it's
53:52
just like, yeah, shit is just moving,
53:54
is rad as hell. Yeah, so I'm
53:56
very hopeful, I guess, going into next
53:58
year, that this will be a, that
54:00
crashes too will be a big, big
54:02
success for us, you know, as a
54:04
studio. because I think from a development
54:06
standpoint it's been a success, right? We
54:08
always talk about- We've learned a lot,
54:11
we've changed a lot, we've got tons
54:13
of great new tools going forward. It's
54:15
been kind of funny too, like every
54:17
now and then we've had these conversations,
54:19
we're like, how do we make it
54:21
so that the next game is just
54:23
like easy to make, you know? because
54:25
this has been hard, like, it's been
54:27
hard to, it's been hard to like
54:29
think of how to solve all these
54:32
problems, but then those conversations always kind
54:34
of wrap back around to like, that's
54:36
just kind of how we do it.
54:38
Like we're, we're not going to be
54:40
satisfied doing something mundane. Like we're, We're
54:42
always going to come up with something
54:44
like, I wonder if we can do
54:46
this, right? Because, you know, I think
54:48
if something is easy, it's boring. And
54:51
it's just not really worth doing because
54:53
you're not challenging yourself to try to
54:55
push the envelope in some new way.
54:57
It's like the big challenge with this
54:59
was just scale. Like, how do we
55:01
make something this complex, this big? How
55:03
do we scale up the team? How
55:05
do we deal with the tools for
55:07
that? With the next game? It may
55:09
not be a challenge of scale, but
55:12
we'll throw some... I'm sure it'll be
55:14
interesting to do our stupid shit. Yeah.
55:16
Yeah. That we... Whatever it is, whatever
55:18
it is. Yeah. Well, I think, I
55:20
think it'll, because scale is still its
55:22
own kind of... Because now that we
55:24
have all the tools and stuff, right?
55:26
And then it becomes a grind, right?
55:28
Because now the limitation is just how
55:31
fast can you write a words, how
55:33
fast can you code, how fast can
55:35
you, whatever, right? It all becomes, that.
55:37
So the work is where it's supposed
55:39
to be, but there's still so fucking
55:41
much of it that now what's happening
55:43
is you're kind of doing one kind
55:45
of thing instead of being constantly passing
55:47
between stuck things, you know. I wouldn't
55:49
mind a slightly smaller scale thing for
55:52
the next, wherever that means. Yeah, that's,
55:54
yeah, I think we mentioned this in
55:56
one of the last episodes too of
55:58
like, what's the next game, you know,
56:00
and like for me, it's like, yeah,
56:02
something smaller, it's like we have. more
56:04
or less, because like you said, we're
56:06
going to fuck around, but like, take
56:08
the toll we have on it. How
56:11
about a rogue-like, something more chill? Reusable
56:13
content to the Max kind of a
56:15
deal, you know, something. I will say
56:17
one of the lessons from here is,
56:19
because a lot of, there's a lot
56:21
of things that are true on paper,
56:23
but then in practice, they fucking suck.
56:25
Which, which I think, like, like, for
56:27
example. Like, what you're talking about, Sam
56:29
of, like, doing the same thing over
56:32
and over, right? It's like, like, it's
56:34
more efficient. So, like, in Sam's case,
56:36
he's just been, he's been animating and,
56:38
he's been animating creatures, creatures, he's animating
56:40
creatures since October. Just the whole time.
56:42
And the thing is, it sucked at
56:44
first, because it had been so long
56:46
since he animated a creature that he
56:48
had to do a bunch of archaeological
56:51
archaeological digging to figure out how they
56:53
come together, and that was kind of
56:55
miserable, right. And like so the first
56:57
one took much longer than any of
56:59
the others. And there's like an economies
57:01
of scale that comes from just doing
57:03
it over and over, just back to
57:05
back, just creature, then creature, or creature
57:07
development, right? Yeah, you get a lot
57:09
of momentum basically, right? Yeah. So like
57:12
on a per asset basis, it's in
57:14
theory more efficient. You know, but you're
57:16
a person with hopes and dreams and
57:18
feelings, you know, and oh my fucking
57:20
God, it does it suck to do
57:22
the same thing and nothing else for
57:24
two months at a time. Even if
57:26
you enjoy like at a base the
57:28
thing, you know what I mean? It's
57:31
like. coming up with whatever the weird
57:33
monster does. It's fun, it is fun,
57:35
but that thing is like, that's actually
57:37
the first three hours of work, and
57:39
then the other 50, this is raw
57:41
shit, you know what I mean? For
57:43
like, yeah, and of course, like, you
57:45
know, I'm, like, Jen and I are
57:47
over here, like, working on the story
57:49
and stuff like that, and Sam's like,
57:52
like, because these creatures are complex, like,
57:54
because these creatures are complex, You know,
57:56
big cognitive load and so, so we're,
57:58
you know, we're trying to minimize the
58:00
amount of interruptions that we put onto
58:02
Sam because anything we do will like
58:04
slow him down and then he's stuck
58:06
in hell for even longer, you know.
58:08
And, and it's kind of, it's kind
58:11
of made me like rethink a little
58:13
bit going forward of like the benefits
58:15
of batching. But yeah, do like a
58:17
couple at a time and then let
58:19
it rest and move on to something
58:21
else so that you can like enjoy
58:23
life, get some variety, see things from
58:25
a different perspective, get some distance from
58:27
the problems that you were working on.
58:29
And think is most to try to
58:32
optimize. Has it has been that, right?
58:34
Because like, but when you get towards
58:36
the end and also towards like marketing
58:38
questions always, hey, we need to be
58:40
able to make a video. It's like,
58:42
oh, I guess all the shit needs
58:44
to move now. So hang on. I
58:46
think we kind of got here because
58:48
we were like batching some other things
58:51
as well. So that like this batch
58:53
of things just sat for a really
58:55
long time until it had to be
58:57
done all at once, you know. And
58:59
so something I want to try to
59:01
think about going forward is like trying
59:03
to not have any one person stick
59:05
to one specific like thing, like type
59:07
of thing for too long because I
59:09
think like you need to be able
59:12
to. See things differently and do a
59:14
different thing every now. I think it's
59:16
also just I think it's the end.
59:18
Yeah the end of dev is just
59:20
it. Yeah, I think no matter what.
59:22
It's just this. It's just it's always
59:24
because it's so because I'm dealing with
59:26
the opposite problem, which is I don't
59:28
get to do one thing for any
59:31
period of time. So I'm saying there's
59:33
a middle ground, right? A flag. Yeah,
59:35
but if you're doing a new thing
59:37
every five minutes, it's miserable. Yeah. If
59:39
you're doing a one thing for five
59:41
months. And it can also be. Yeah,
59:43
but the reason it's basically tolerable. this
59:45
came out and I got to spend
59:47
the last five years almost you know
59:49
working most of the time basically the
59:52
way that is best for me right
59:54
yeah with spikes here and there if
59:56
like but each time I was like
59:58
I understand why there's a spike of
1:00:00
not being able to do things the
1:00:02
way I want and I know it's
1:00:04
temporary so it's fine right as something
1:00:06
like at the end of dev the
1:00:08
temporary is longer you know it's it's
1:00:11
it's some months it's months yeah rather
1:00:13
than maybe like a week or two
1:00:15
This is in service of this thing
1:00:17
that has a very specific date. And
1:00:19
even then like most of this stuff
1:00:21
will be resolved long before that date,
1:00:23
you know, yeah. I hear you, I
1:00:25
think part of it too is just,
1:00:27
it's also just a personal thing. You
1:00:29
know, I think the reality is like
1:00:32
for the last 12 years or whatever,
1:00:34
working together, I, you know, I didn't
1:00:36
really want to be doing the art
1:00:38
for the first five years, sort of
1:00:40
quietly, it was kind of resistant to
1:00:42
the very into it. But also the
1:00:44
thing is like that it all kind
1:00:46
of worked because of the shape of
1:00:48
things where it's like we had such
1:00:51
integration challenges because everything had to go
1:00:53
through Seth that like it didn't make
1:00:55
sense I could I could just I
1:00:57
could overwhelm you in like a couple
1:00:59
days and then I had to go
1:01:01
do something else because it didn't make
1:01:03
sense. Like you made the campaign in
1:01:05
the first crash and then you and
1:01:07
Adam collaborated on all the like revisions
1:01:09
of it and so like you know
1:01:12
there's I I I do enjoy doing
1:01:14
like that you know a varied chunk
1:01:16
of things. And I think it's true
1:01:18
that like too many of the same
1:01:20
thing back to back has always been
1:01:22
for like as a personal weakness. You
1:01:24
know, some people are like, I mean,
1:01:26
you know, our artist and like she
1:01:28
just crushes through art stuff. There is
1:01:31
this ADHD thing. Yeah, it has the
1:01:33
ICNU, right? Like it has to be
1:01:35
interesting, challenging novel or urgent. And like
1:01:37
right now we're kind of just into
1:01:39
urgent camp. questions. They're interesting, but not
1:01:41
the long part, which is kind of
1:01:43
when I was getting in with the
1:01:45
nation stuff. I love the... couple hours
1:01:47
of each of what each getting into
1:01:49
it where I'm figuring out exactly what
1:01:52
they're gonna do and like getting this
1:01:54
gray box animation is done super fun
1:01:56
the next 40 just kind of pounding
1:01:58
a little fiddily a bit little fiddily
1:02:00
bit for 40 hours you know so
1:02:02
yeah I agree with you on the
1:02:04
I agree with you on the premise
1:02:06
I think it's hard to it's hard
1:02:08
to pull off you know but yeah
1:02:11
I think we did a pretty good
1:02:13
job of trying to shape the work
1:02:15
around or we don't get the best
1:02:17
for the people doing it. How people
1:02:19
are feeling. Yeah, but it's, if you're
1:02:21
not feeling good and you're doing creative
1:02:23
work, it's not. Yeah, but the challenge
1:02:25
is that, you know, it's, it's the
1:02:27
whole like, that's true, but also we
1:02:29
live in a society, you know, so
1:02:32
like, we got deadlines. We're all depending
1:02:34
on each other, get our shit done,
1:02:36
and we, and facts don't care about
1:02:38
your feelings, you know. all this and
1:02:40
there's all these external constraints that force
1:02:42
us to have to find those balances
1:02:44
and sometimes like right now it's just
1:02:46
like we're leading up to launch so
1:02:48
we're kind of everything is a constraint
1:02:51
now for how we do the work,
1:02:53
it's just what it is, you know,
1:02:55
but you can kind of find a
1:02:57
certain pleasure or joy in like the
1:02:59
challenge of trying to figure out how
1:03:01
to squeeze things in to hit the
1:03:03
deadlines, you know, and like for sure,
1:03:05
that so. I mean, after I did
1:03:07
that first creature and took a little
1:03:09
longer than I anticipated, then I had
1:03:12
this like mild panic about how to
1:03:14
get the rest of it done, and
1:03:16
then just spent like an afternoon doing
1:03:18
a bunch of math, you know, trying
1:03:20
to figure out like, okay. How can
1:03:22
I fit what feels like way too
1:03:24
long, like 13 weeks of time into
1:03:26
like nine? You know, what would I
1:03:28
need to do? And I was like,
1:03:31
oh, that can actually, yeah, I can
1:03:33
do that. And not by killing myself.
1:03:35
And came up with some pretty, pretty
1:03:37
cool ways of like creating animations in
1:03:39
ways that they could be used in
1:03:41
multiple ways without like too much rework
1:03:43
and things like that, you know, kind
1:03:45
of going to do with the armor
1:03:47
set. right like fluxes animations people are
1:03:49
gonna bust out the texture page for
1:03:52
flux and you're gonna see like the
1:03:54
way that the way that flux moves
1:03:56
is so fucking weird because you've got
1:03:58
like you got a handful of different
1:04:00
like poses of each limb and stuff
1:04:02
like that they get like cobbled together
1:04:04
Frankenstein style to make all these different
1:04:06
poses So that we can have armor
1:04:08
set, like the way we had to
1:04:11
do is because of that, you know.
1:04:13
And you'll see it if you're like,
1:04:15
for example, trying to get a fucking
1:04:17
screenshot. You're like, and every time you
1:04:19
get a still, you're like, what the
1:04:21
fuck is happening? And like, and you'll
1:04:23
see this with, because it's also an
1:04:25
animation style, the smear frame, right? It's
1:04:27
just how it all works, but with
1:04:29
like flux in particular, because it's so
1:04:32
much is going on. What do you
1:04:34
try to capture a screenshot? Does not.
1:04:36
Every now and then things are just
1:04:38
kind of a, things are kind of
1:04:40
a squoosious. Yeah. Smearing, stretchy blob. Yeah.
1:04:42
But hey, it's okay. You do what
1:04:44
you gotta do. Big lessons from, or
1:04:46
big lessons from last year from me.
1:04:48
A lot of it came from trying
1:04:51
to. Basically, the time we spent the
1:04:53
first half of the year trying to
1:04:55
complete the husk, which is the second
1:04:57
zone. And it was just one of
1:04:59
those reminders where it's like, okay, we
1:05:01
thought we knew how to do this
1:05:03
in terms of putting a whole zone
1:05:05
together because we just finished the first
1:05:07
one. But the reality was like the
1:05:09
context in which we finished that whole
1:05:12
first zone was so different, so mutated,
1:05:14
compared to the context that we were
1:05:16
going to produce the second zone in,
1:05:18
which was like, we had all the
1:05:20
tools now, all of the tools now,
1:05:22
all of the whole team there. all
1:05:24
of a sudden. It was just, it
1:05:26
was actually such a different structure that
1:05:28
I think it kind of reminded me
1:05:31
like, okay. We made a lot of
1:05:33
assumptions that it was just going to
1:05:35
be the same. And then we kind
1:05:37
of just siloed off and it just
1:05:39
started grinding away. And again, like to
1:05:41
some degree to the whole like needing
1:05:43
to just kind of bang stuff out,
1:05:45
there's a certain fact of like responsibility
1:05:47
there where it's like, yeah, you just
1:05:49
need, we needed like 15 fucking terrain
1:05:52
terrain tile. and all the associated do
1:05:54
dads with them. So it's like, that's
1:05:56
just a certain amount of work, gotta
1:05:58
bang it out, whatever, right? So there
1:06:00
is that truth of like, there's a
1:06:02
value and just kind of being like,
1:06:04
give me a minute, I need to
1:06:06
go, knock out these things so we
1:06:08
have the foundational pieces. But I think
1:06:11
likewise, there's a, it's, it's, it's, it's
1:06:13
happened with every game in every design.
1:06:15
It's like, as you, as you. meet
1:06:17
reality with it and all those all
1:06:19
of the ways it is different show
1:06:21
up the reality of like any one
1:06:23
of those can cause it to actually
1:06:25
experience for you building it for you
1:06:27
experiencing whatever to be like a totally
1:06:29
different experience way harder than you thought
1:06:32
we were so it's sort of like
1:06:34
you was all this with the pandemic
1:06:36
shit it was like you change one
1:06:38
protein okay on the one protein mutation
1:06:40
on the edge of this fucking virus
1:06:42
and now it can like jump between
1:06:44
people super easily right it's the same
1:06:46
Yeah, exactly. Pretty much the same, but
1:06:48
the difference matters. Different enough than it
1:06:51
matters a lot. So I think that's
1:06:53
kind of what the big ways, like
1:06:55
I want to, going forward, is just
1:06:57
be a little more upfront about like,
1:06:59
okay, here's the ways we think of
1:07:01
this, this, this is the same, but
1:07:03
importantly, let's not just. look at those
1:07:05
when we're planning out, like how to
1:07:07
do something, but what are the ways
1:07:09
in which this context is actually very
1:07:12
different and make sure we kind of
1:07:14
enumerate those a little bit more ahead
1:07:16
of time on some of these things
1:07:18
when we're doing like a second round.
1:07:20
Trying to find those those upcoming speed
1:07:22
bumps or question marks, yeah, for sure.
1:07:24
Yep, so it's been a year, got
1:07:26
a lot done. More to come. So
1:07:28
like like Sam was saying, like I
1:07:31
was saying, we've got our launch date,
1:07:33
we know it. Soon you will know
1:07:35
it. Not, not just yet. I was
1:07:37
actually, I was actually thinking about this.
1:07:39
I was trying to figure out like,
1:07:41
because we know when we're going to
1:07:43
announce the launch date. We know when
1:07:45
the launch date is. And I was
1:07:47
like, should we announce the announcement? The
1:07:49
announcement date? It's not that we're cool
1:07:52
enough to do that. Yeah. Yeah. So
1:07:54
soon say it's coming.
1:07:56
I already announced
1:07:58
it announced announcement is
1:08:00
coming soon. is coming soon. That's
1:08:02
all all the time
1:08:04
we have for
1:08:06
this week. Our next
1:08:08
episode will be
1:08:11
the will episode. 500th And it
1:08:13
will be coming out on January on
1:08:15
January 1st, which is pretty cool. is pretty cool.
1:08:17
we'd like to thank our producers producers
1:08:19
Fat Bard and for putting the podcast together.
1:08:21
And thanks to our community moderators
1:08:23
who keep our discord running to get
1:08:26
more involved in the To get more You
1:08:28
can just go to podcast community, you
1:08:30
we have links to the Community Discord, a
1:08:32
way for you to donate and links
1:08:34
to the a way for you to And if you
1:08:36
haven't yet, head on over to Steam of the
1:08:38
podcast to a wish And if you boost it
1:08:40
up the charts. And and appreciate it. So to
1:08:42
a wish you all for listening. boosted up the see
1:08:44
you next. appreciate it. So, thank you off listening.
1:08:46
Thank you off listening. Thank you off listening.
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