Earlier this week, some of our team took part in an AMA on Reddit. What’s an AMA? It’s basically an open forum where you can ask whatever you like, and the team try to answer as many as they can. You can read the post in its entirety right here, but here are a few highlights, just for you. If you'd like to join the Worlds Adrift subreddit, it's here.
The questions were answered by:
Herb Liu (Producer)
Luke Williams (Designer)
Tom Jackson (Developer)
Jack Good (Lead Artist)
These questions were compiled by Strite, one of our voluntary forum moderators. THANK YOU!
Q: Asked by Reddit user Aytex – Will there be a community Steam Workshop for World Adrift?
A: Luke Williams – We already have the Island Creator using Workshop with plans to expand that feature. Going ahead it’s definitely something we want in the full game.
Q: Asked by Reddit user swagduck69 – When is Worlds Adrift coming out? I can’t wait :D.
A: Luke Williams – This year, once it’s all good and ready.
Q: Asked by Reddit user trams87 – Can we expect to see some wildlife in Worlds Adrift and can we keep them as pets?
A: Luke Williams – Lots of wildlife to come, our first 2 creatures are pretty much ready to go in, maybe not pets just yet.
A: Jack Good – No plans for pets at the moment but we already have a few species in game. We’ve got crustacean-like beetles that eat vegetation and fruit, and manta-ray like predators which feed on the beetles.
Here’s a post showing off more of the creature stuff.
Q: Asked by Reddit user pthorstorm – Will it be possible to tie several ships together, at least temporarily with ropes?
A: Luke Williams – A big feature we’re looking forward to implementing are harpoon guns, so yes!
A: Tom Jackson – We have a harpoon attachment planned for the ships. Connecting such large and heavy physics objects together will require some careful piloting to avoid snapping the tethers, but hopefully it’ll still be somewhat possible
Q: Asked by Reddit user Darkhog – When will be Alpha 4 and when I’ll be able to buy WA? I mean dates up to a week of a month.
A: Herb Liu – There are a bunch of new features that are making it into alpha 4, so we’re working on getting it all cleaned up – it should be announced Soon(TM).
Q: Asked by Reddit user RedOmega83 – Will we be able to ride the sky whales?
A: Jack Good – Yep although it’ll probably be more along the lines of clinging on for dear life with your grappling hook.
Q: Asked by Reddit user captinjackharkness – I have a few questions about Worlds Adrift, can the air ships explode? Are land vehicles in the game, and finally will the game have any pvp elements?
A: Jack Good – We already have jury-rigged bombs in-game so if you’re sneaky enough you can climb aboard another players ship and blow it to pieces. We don’t have any plans for land vehicles no. The whole game is completely pvp in terms of being able to cause damage to other players.
Q: Asked by Reddit user Strite - When can we expect to hear more about the melee combat? It’s one of my most anticipated gameplay mechanics
A: Herb Liu – The first iteration is going to be implemented soon, and it’s going to be loads of fun. beat people with objects, short circuit their multitool, knock them around, really satisfying. Down the line we have a much crazier design, because luke hates the coders.
Q: Asked by Reddit user skalibran – Many great online games suffer from bad population today…How do you plan to keep the community busy a few months after release?
A: Luke Williams – It’s much more of a sandbox game, so the players and community will be shaping the world as they see fit.
We’ll also be releasing content updates on a frequent basis. Another difference with Worlds Adrift is we actually want player encounters to be quite low, so the game is still entirely playable even if the population is low (here’s hoping it won’t be of course!)
Q: Asked by Reddit user Polish_Potato – In one of your answers, you mentioned “reputation and deeds”, how exactly are you planning to implement this? Will there be factions?
A: Luke Williams – Reputation and deeds don’t require systems in a game like this, if you and your Alliance take over a region of the sky, or become a feared pirate band then you’ll be known for that since you will all share the world with everyone else.
There are no factions, at least no systems to support it but you can form an Alliance which is essentially a guild.
A: Jack Good – We have alliances and we have crews which can be seen a bit like factions and parties from traditional MMOs. Reputation and deeds will all be player created as in your reputation is based on what other players know or think of you, we don’t have any systems to keep track of this.
Q: Asked by Reddit user Heartless000 – At any point did your team consider making Worlds Adrift into a full MMORPG? If given unlimited money, what feature would you add to the game before release?
A: Tom Jackson – Worlds was never planned to be a ‘full’ RPG and we still stay clear of using that part of the acronym, we are an mmo in terms of world size, but have always wanted our gameplay to be more skill based rather than traditional rpg style investment/ability based.
As for the second infinite money part of the question, that’s a good one I’d say infinite money could buy a lot of artist time With any huge scale world, you need a lot of unique assets to keep it fresh and interesting wherever you go.
Q: Asked by Reddit user koppeh – One word: Modding?
A: Tom Jackson – No plans for modding as such. We have a persistent single universe as a core feature so running local deployments for modding isn’t something we have planned for.
However within that universe we are allowing players to shape it in a lot of (very permanent) ways. Island creations can make it into the world from our already released island creator, and every ship will be unique based on what the players design in game.
Q: Asked by Reddit user SimplyStars – Is there/will there be permanent base building on islands? What, if any forms of weaponry will be ranged? Will the game model be free-to-play or buy-to-play? The Island Creator runs like a snail on my PC, will the final game have graphics settings? Any chance of console releases? And lastly, have you considered cloud computing for the game? As like Crackdown 3 is doing?
A: Luke Williams – No real permanent base building so to speak, but technically if you crash a ship and use it as a makeshift building it will last forever.
There will be a mix of ranged and melee weapons, such as pistols and cutlasses. Buy to play with microtransaction shop for cosmetics.
Game optimisation is very early on, which is why the island creator can be a resource hog, expect the island creator and game to run much better as time goes on!
The technology we’re using is actually very similar to what Crackdown 3 is doing, hence why we have a permanent physical world with 1000s of players that is 1000s of kilometres in size.
Q: Asked by Reddit user Novatham – Will there be any microtransactions?
A: Jack Good – There will be a shop but only for cosmetic, and quality of life items.
Q: Asked by Reddit user JackKerras – Hi folks!
I have a techie question; how do you plan on running server-side checks for vehicles/physics and having it feel nice and smooth to the end user? I’m generally a huge proponent of secure physics operations, but at the end of the day I also don’t like to watch airships scud around looking like a jerky slideshow even when my FPS is sterling, and this is very often what you get especially with MMO or MMO-like serverside physics.
There’s always the answer of some kind of hybrid server/client interaction, but things like The Division (and all the issues they’ve had) fall squarely in the ‘don’t trust your client’ camp. Still, it feels better and less jerky/laggy to play than things which require constant server check-ins, so… how do you balance that out, especially at MMO scales?
Thanks! Love the look so far, and the island creator is really neat.
A: Tom Jackson – We are running all physics for every non player object server side. As for making it smooth, we are using every trick in the book in one place or another As for vehicles, we are lucky in that our vehicles are air ships and not motorbikes, you are essentially controlling a vehicle that is ‘expected’ to have a delay in the control input. The helm visually updates immediately so you know you’re steering your ship and your inputs are registered, but the result will be delayed because of the round trip to the server. It’s not a long delay of course, and with an airship you really don’t feel it at all.
A: Herb Liu – From my perspective as a non-coder, it feels like this issue is more about practicality than philosophy; more about the devil in the details than the grand vision.
some things you put on the client and verify on the server, some things you put on the server and deal with/mask the delay with animations or VFX, and some things you have to just leave on the client. it’s about what feels good and finding a balance, and iterating, iterating, and iterating.
and then you ban hackers.
Q: Asked by Reddit user ace117115 – Will there be ship customisation?
I want to build a super ship with tiny scout ships attached via harpoon.
A: Jack Good – There will be quite a bit of ship customisation yes.
The frame is completely customisable although the size will be limited by how good your shipyard is. This means you can create almost any shape as a framework.
This then gets covered in panels and floors to create a shell, which you can then attach wings, engines and cannons (which will be created from procedurally generated schematics). All in all we hope to see some pretty unique ships from the players.
Q: Asked by Reddit user Critic210 – How will combat be encouraged in Worlds Adrift? Will there be rare resource rich islands for people to fight over? Will there be rare components easily seen on opposing players ships?
A: Jack Good – Since players don’t progress with levels like traditional MMOs success in combat will largely come down to the experience/skill of the players involved and the equipment they have found. Entering combat will most likely come down to risk vs reward. Why risk your well equipped ship attacking a newbie when he might have a bag full of bombs hidden on him and be waiting to spring an ambush.
Areas of our world hidden behind sandstorms and other weather types will contain different types of resources from regular regions and will only be accessible by players with more advanced ships or highly skilled pilots. Because of this you will naturally get areas with better equipped players coming together and quite possibly a lot more pvp.
Q: Asked by Reddit user pearshapedscorpion – Looking at the grappler, is it more Bionic Commando or Inspector Gadget (mechanical arm), Just Cause (mechanical device), more like Spider-man (the biological version), or something else?
A: Luke Williams – Mechanical device that’s strapped to the arm.
Q: Asked by Reddit user PiggiePutz – Do you consider making the game more social like Second Life was? For instance, having more freedom by customising a lot of the game parts itself gameplay wise. I remember the game being a lot of fun because players created what they’d like and it attracted more players and more social experience was created.
A: Jack Good – There will be all the social elements of teaming up and creating crews and alliances. Also we want players to have a lot of outlets for creativity within our world, and so you’ll be able to customise your ships your characters and even create islands that can become part of the world.
Q: Asked by Reddit user jimykurtax – What specific kind of rules and details are you looking for in community submitted islands in the island creator? What would be some of your selection terms for including islands in the final game?
A: Luke Williams – We’re pretty open to cool ideas, already some of the islands have been like nothing we’d imagined. Also remember it’s not just us deciding what islands are chosen, the community is also playing a big part in what the most popular ones are.
A: Jack Good – I’m personally looking for really nice use of the assets to create subtle natural features. Most of my favourite islands have just real nice subtle material blending on the ground and nice naturalistic placements of bushes and grasses to make areas interesting. One of my favourites is just called Natural Island and has some great examples of this.
I feel once an island looks like this it’s easy to add ruins and more unique features to them but this is a perfect foundation for that.
Q: Asked by Reddit user Sawlstone – Hi guys, Does Worlds Adrift offer First Person controls?
A: Jack Good – Your character in Worlds Adrift is very athletic and some of mechanics like the glider and grappling hook really work much better in 3rd person. We do however have a dynamic camera that switches into 1st person for things such as flying the ship and aiming the cannon.
If you’d like to chat about anything you’ve read here, make sure that you leave a comment, or talk to us in our official forums.
Just letting you know - we're currently running a competition on the Worlds Adrift social media channels - we're looking for the most beautiful Island Creator screenshots.
If you're on Facebook, Twitter on Instagram, share your best Island Creator screenshots using this hashtag: #WorldsIslandScreens.
The best will win a set of beautiful Worlds Adrift pin badges. Make sure it's your own work. If we catch you cheating, we'll send Malford (QA) round, and no-one wants that.
The following is our latest blog, originally posted on May 13th, 2016. To see our weekly updates first, register your account at the official Worlds Adrift website.
I’m Dan – Bossa Studio’s Senior Concept Artist who’s been creating artwork for Worlds Adrift since it’s conception.
As you may or may not know, concept art is a form of illustration used to convey an idea for use in many visual creative industries. At its root it’s needed for visual development – from the seed of an idea, to full colour ‘polished’ illustration. The Concept Artist develops an idea in several iterations often with guidance from the Art Director or Lead Artist, trying multiple ideas to achieve the desired result.
From the beginning, I really wanted to be involved in Worlds Adrift. This is the type of game and idea I’d been scribbling in my sketchbooks for years. Floating islands, puffy cumulus clouds, lone figures perched on the edge of a floating ship… I wanted in! For me as a Concept Artist, the trick is to get in my creative bubble and envision the universe you intend to bring to life. One of the first tasks was to outline what the ships would look like and the basic feel for the environment.
Sometimes I like the traditional approach of getting my ideas down with a pencil on paper. Not only do you create more neural connections this way (being more tactile) but this has been my process of formulating ideas for many years. When in ink or pencil, i’ll scan the drawings, then edit and colour them in Photoshop. If not, it’s ‘headphones on’ and i’ll bang the ideas out digitally using my 3 to 4 favourite digital brushes. Depending on the project and style i’ll use the lasso tool for a vector/cell shaded colouring style.
Once approved, I can take the ideas to a more ‘polished’ look, taking into account the composition, colour, mood and tone of the piece. I have my favourite Photoshop brushes that I’ve ‘acquired’ and being a creature of habit, i’ll stick to my favourites. I find it rather annoying If I have too many brushes, as it slows down the process.
It’s really cool to come up with ideas for creatures, ships, and clothing, but my favourite creative moments have been for pieces that have a narrative running through them. I get to explore visual possibilities, playing with colour, light, form and shadow… telling a subtle story within the image. I also play with composition not only within the subject but with the colour palette and where shadow falls. I’m problem solving as I explore…. Where would I like the point of focus? Where do I want the viewers eye to go? will it be by warming the foreground, or will it be from the perspective?… You get the picture.
Here are some examples of concepts that I’ve really enjoyed for various reasons. Be it subject matter or the chance to explore a narrative.
Kioki sculptures
I started to develop my cross hatch technique in concept art through my inking style which I used for my graphic novel/comic art (www.danlish.com) and this is a good example. It looks like I’ve used a brush, but each line is unique from the next, slowly crafting the shape, flowing from one to the next. Placing small silhouetted figures next to these statues gives a good indicator of the size of each piece, helping the Art Director or whoever’s job it is to model these in Maya, Z-Brush or 3D Max. They’re all painted in a green hue, as this colour was revered in the Kioki Culture (an ancient civilization featured in the game). Each statue is based/influenced on a deity or character from their cultures back story.
Hunting Girl
Every now and then, when there’s a bit of downtime in the project, i’ll make a conscious effort to create a painted illustration that I can get my teeth into. These type of polished illustrations have an accompanied time-lapse video showing off the process. With these, I enjoy the exploration, the storytelling, the process. With ‘Hunting Girl’ I started off with small thumbnail roughs and a mood board of visual ideas, from various online sources.As there’s not much narrative running through the image, I could focus on the composition and mood of the piece. My focus here was on the sense of mystery and exploration. So – having a breeze blowing her slightly tattered cloak, the mysterious islands poking through the clouds and the girl perched on a rock, as if having a rest, gave that slight sense of mystery and adventure. I used a couple of new brushes on this one that helped create the tree leaves. I used the Lasso tool for the grass. I tried to incorporate my cross hatching technique throughout, as it gives a nice feel and is consistent with the other pieces of artwork.
Emerging Sky Whale
This was created when I had a spare day to experiment. I happened to be looking at other illustrated ‘Sky Whales’ and came across an amazing piece by the super talented Rhads. It seemed perfect for what I wanted the narrative to convey. There’s a duality here: it looks almost apocalyptic, but feels peaceful with the onlooking ships witnessing the whale’s rare appearance. There’s a bit of photo bashing (taking photo’s from various sources and using them creatively) in this one too. Not a big fan of it, but I guess I went there due to time pressure I put on myself. Having a single source of lighting really helps in an image, but what makes it exciting is the amount of reflectivity in that light against solid and non-solid objects.
I hope you enjoyed my ramblings. Until next time Drifters!
The following is our latest blog, originally posted on May 13th, 2016. To see our weekly updates first, register your account at the official Worlds Adrift website.
I’m Dan – Bossa Studio’s Senior Concept Artist who’s been creating artwork for Worlds Adrift since it’s conception.
As you may or may not know, concept art is a form of illustration used to convey an idea for use in many visual creative industries. At its root it’s needed for visual development – from the seed of an idea, to full colour ‘polished’ illustration. The Concept Artist develops an idea in several iterations often with guidance from the Art Director or Lead Artist, trying multiple ideas to achieve the desired result.
From the beginning, I really wanted to be involved in Worlds Adrift. This is the type of game and idea I’d been scribbling in my sketchbooks for years. Floating islands, puffy cumulus clouds, lone figures perched on the edge of a floating ship… I wanted in! For me as a Concept Artist, the trick is to get in my creative bubble and envision the universe you intend to bring to life. One of the first tasks was to outline what the ships would look like and the basic feel for the environment.
Sometimes I like the traditional approach of getting my ideas down with a pencil on paper. Not only do you create more neural connections this way (being more tactile) but this has been my process of formulating ideas for many years. When in ink or pencil, i’ll scan the drawings, then edit and colour them in Photoshop. If not, it’s ‘headphones on’ and i’ll bang the ideas out digitally using my 3 to 4 favourite digital brushes. Depending on the project and style i’ll use the lasso tool for a vector/cell shaded colouring style.
Once approved, I can take the ideas to a more ‘polished’ look, taking into account the composition, colour, mood and tone of the piece. I have my favourite Photoshop brushes that I’ve ‘acquired’ and being a creature of habit, i’ll stick to my favourites. I find it rather annoying If I have too many brushes, as it slows down the process.
It’s really cool to come up with ideas for creatures, ships, and clothing, but my favourite creative moments have been for pieces that have a narrative running through them. I get to explore visual possibilities, playing with colour, light, form and shadow… telling a subtle story within the image. I also play with composition not only within the subject but with the colour palette and where shadow falls. I’m problem solving as I explore…. Where would I like the point of focus? Where do I want the viewers eye to go? will it be by warming the foreground, or will it be from the perspective?… You get the picture.
Here are some examples of concepts that I’ve really enjoyed for various reasons. Be it subject matter or the chance to explore a narrative.
Kioki sculptures
I started to develop my cross hatch technique in concept art through my inking style which I used for my graphic novel/comic art (www.danlish.com) and this is a good example. It looks like I’ve used a brush, but each line is unique from the next, slowly crafting the shape, flowing from one to the next. Placing small silhouetted figures next to these statues gives a good indicator of the size of each piece, helping the Art Director or whoever’s job it is to model these in Maya, Z-Brush or 3D Max. They’re all painted in a green hue, as this colour was revered in the Kioki Culture (an ancient civilization featured in the game). Each statue is based/influenced on a deity or character from their cultures back story.
Hunting Girl
Every now and then, when there’s a bit of downtime in the project, i’ll make a conscious effort to create a painted illustration that I can get my teeth into. These type of polished illustrations have an accompanied time-lapse video showing off the process. With these, I enjoy the exploration, the storytelling, the process. With ‘Hunting Girl’ I started off with small thumbnail roughs and a mood board of visual ideas, from various online sources.As there’s not much narrative running through the image, I could focus on the composition and mood of the piece. My focus here was on the sense of mystery and exploration. So – having a breeze blowing her slightly tattered cloak, the mysterious islands poking through the clouds and the girl perched on a rock, as if having a rest, gave that slight sense of mystery and adventure. I used a couple of new brushes on this one that helped create the tree leaves. I used the Lasso tool for the grass. I tried to incorporate my cross hatching technique throughout, as it gives a nice feel and is consistent with the other pieces of artwork.
Emerging Sky Whale
This was created when I had a spare day to experiment. I happened to be looking at other illustrated ‘Sky Whales’ and came across an amazing piece by the super talented Rhads. It seemed perfect for what I wanted the narrative to convey. There’s a duality here: it looks almost apocalyptic, but feels peaceful with the onlooking ships witnessing the whale’s rare appearance. There’s a bit of photo bashing (taking photo’s from various sources and using them creatively) in this one too. Not a big fan of it, but I guess I went there due to time pressure I put on myself. Having a single source of lighting really helps in an image, but what makes it exciting is the amount of reflectivity in that light against solid and non-solid objects.
I hope you enjoyed my ramblings. Until next time Drifters!
Just letting you know that there will be an AMA on Reddit today all about Worlds Adrift. You can ask us anything you want. ANYTHING. How good will that be? All of your curiosity about Jack's inspiration for Worlds Adrift fashion, and how Tom codes the rope physics can now be sated. What a great Monday!
Luke (designer), Tom (developer), Jack (artist), Herb (ship captain) will be taking part, and here are the times for you:
The following is our latest blog, originally posted on May 6th, 2016. To see our weekly updates first, register your account at the official Worlds Adrift website.
In the past few months I have been working on environment art for Worlds Adrift.
When I create new assets and vegetation, we need to make sure they work together well, so I always spend some time to create a target island for a each biome. For this I use the Island Creator Tool that we recently released to the public. Not long ago I finished working on the desert biome so in this blog post I want to talk in more detail about the whole experience of creating the island.
Whenever I start on a new biome, I start with the trees; I made a few different types of palm trees, as well as dead trees. To avoid repetition we want to have a few different shapes of branches, different textures, and leaves.
We want some of the desert islands to have some kind of vegetation and foliage. Eventually all of these plants will be tinted in the Island Creator to give each island a different feel.
It’s nice to have different types of rocks for each biome, to set the islands apart. For the rocks and island textures, we use Maya and Z brush for sculpting. Whenever we make a new texture or asset, we try to keep the detail to a minimum.; having too much detail in the textures would create unnecessary noise and we want to keep our art style simplistic.
When exploring these islands, players can come across broken ruins. We needed to find a way to create the illusion of the ruins being there for a long time. One way to blend them into the sand was to put sand on top of them. These ruins can appear in any rotation on the ground, so we made a shader that knows which way the object is facing and generates sand textures on the top.
Once I had enough plants and trees it was time to put them on an island. I wanted to create more of a Savannah feel, so didn’t use the palm trees for this island — those ones fit better with a tropical desert.
For the top of the terrain, I used four textures. The base is a flat rock texture, on top of that, it’s sand with soft blending to avoid sharp edges between rock and sand. I also made some white tiles to make areas of the island different from the rest. The fourth texture is small pebbles. Using those is an easy way to break up the texture and make the ground look more interesting.
For the side of the island, I made a cliff texture that looks similar to the desert rocks, so they will blend in nicely.
The lighting is very important to give an environment a certain feel. For each biome we want to have a different lighting ramp. The temperate biome has more purple in the shadows, the snow islands will have a slight blue tint, and the desert has more yellow and red in the lighting ramp.
Here you can see the difference between the colours used in temperate and desert lighting.
The next biome I will be working on is jungle, I’m looking forward to showing that to you, too.
The Worlds Adrift Island Creator is seven days old and this week, we’ve been revelling in what you’ve been making with this wonderful new tool. If you’re yet to dive in, you really should -- it’s FREE on Steam, right now!
Our main focus this week has been the launch of the awesome Worlds Adrift Island Creator Tool. Yes, it's now live, and it's FREE - your beautiful creations could one day end up in the game. Neat, right?
The Island Creator has been the main focus of this week's blog post too. Check it out if you haven't already.
Want to see more of the tool (while you're waiting for it to download ;) )?
Of course you do. Here:
We've also been having a little bit of fun creating some islands - take a look:
That's all for this week. Be sure to head to the forums to talk to us. We'd love to hear what you think of the Island Creator.