Tiếng Việt
Gamereactor
Videos
Gug
HQ

Một chiến binh sinh vật được tạo theo thủ tục (Gamescom) - Gug Phỏng vấn Martian Lawyers Club

Chúng tôi đã nói chuyện với Levi Fussell, Marlon Fussell và Eoghan Mulvenna từ Martian Lawyers Club để tìm hiểu tất cả về người bắt quái vật và chiến binh của studio sử dụng thế hệ thủ tục để đảm bảo không có hai lần chơi nào giống nhau.

Phiên âm âm thanh

"Okay, hello everyone. I'm Alex here with Gamereactor. We are at Gamescom and I've just checked out Gug.
Gug, what can you tell me about the game? What can you tell me about yourself and what can we expect to see?
He's going a bit quiet so I'm going to ask these guys instead. Camera shy, we all get it."

"Marlon, Eoghan, Levi have been very kind enough to join us. Guys, what can you tell me about Gug?
It is a roguelite deck builder but with creatures instead of a card based system.
And it follows machine learning to let you create whatever you want, basically.
Yeah, I think the best way to describe the gameplay is almost like the lane combat of Inscription meets the creature battling and team assembling of Pokemon."

"With our core mechanic, which is when you evolve your Gug, you can type any word you want and that's going to completely influence the evolution, creating you any creature you can imagine.
So the world is always evolving, always new Gugs are being made and you just don't know what to predict with these new effects, images and names and Gugs that exist.
Yeah, and I don't know if you have anything you want to add to this?
Yeah, I think one of the really cool things about the game is that it not just procedurally generates a lot of the Gug's visual content but also the mechanical content of the Gugs as well."

"So we don't know at this moment in time what all the possibilities of the game are.
The coolest part about it is that it writes code at runtime using the machine learning technology we've been working on.
If you think about Pokemon abilities or abilities in any roguelite game, especially a lot of the deck builders we have these days, it follows mechanical lines similar to those things."

"It can invent new concepts, new stats, new features and all of that happening at runtime.
It's described as auto-modding almost so the game can mod itself as you play it.
As you say, the game can get really chaotic pretty quickly.
One of my questions while you guys were showing me the game was what if we just typed in something massively overpowered?
We got something massively overpowered but there is a way that the game, you said it balances itself as well."

"Could you talk a bit more about how it does that?
Because there's an infinite expanse of creatures and we were skeptical about this at first until we started seeing the gameplay.
There's always going to be a counter to any kind of creature you make.
So there's always going to be like a destroyed creature on enter but there's going to be a creature that's when this creature is destroyed spawn another creature."

"So there's always this balance and on top of that whenever you create a Gug that can appear in your playthrough.
So you make that overpowered creature, there's a little risk reward, right?
You're not going to come across that overpowered creature.
And something as well that we can see here with the cutesy sort of like I think you guys have balanced it really well between sort of what might be on paper quite ugly but also really cutesy as well in sort of that team design."

"Could you talk about how you came up with sort of the visual design?
What are the inspirations behind it?
Because we were talking before about sort of biological inspiration as well.
Yeah, I can go into the art side."

"Yeah, it's like that cuteness and grotesqueness in the same thing.
As far as the art style, a big inspiration was the show Scavenger's Reign.
So we took a lot of inspiration from that and kind of the world building there and like Levi had a good word for it."

"Unsettlingness is what he called it where like you don't know what to expect.
But as far as the biology side.
Well, I was also going to say from a technical side what's quite surprising is that all our art is AI generated.
And we do a mixture of human design and AI design."

"And this surprises people because of the level of quality we get here.
But essentially, we curated a bunch of pieces that we liked.
And then we've slowly built a model that almost can't be recognized from human design when people look at it, which is cool."

"And as well, I think I noticed during like a loading screen, there appears to be some sort of like, you know, you guys have created this world as well.
Could you talk a bit more about sort of the world of G.U.G. and the creation of it?
Yeah, so our principle with G.U.G. is that in the world of G.U.G., all that matters is G.U.G."

"That's the only constant, right?
Otherwise, everything else can change.
So you'll notice that at the beginning of the game is always a different intro.
It says, you know, G.U.G. started out as a drink that got mixed wrong and then G.U.G. spawned or G.U.G.s were the moons that landed on planets."

"So we never know where G.U.G. is.
And what that allows us to do is always have a new narrative for the game because when you play the game, you might end up in a forest or an iceland or in the middle of space.
And so we want G.U.G. to always persist no matter what the player's imagination allows."

"So that's why we use the term G.U.G.
It's almost like putty that just molds itself to whatever the player wants.
I very much like the word G.U.G.
I like the way it feels in my mouth."

"It is very cool.
Something as well that you touched on there was like the way that the game changes depending on sort of what you go in with.
So you might get a different environment, but you also might meet different G.U.G. enemies along the way."

"And it allows, even though it's mainly solo, it allows sort of the community to build G.U.G.s to sort of battle each other in a sort of distant way.
Could you talk a bit about how the community can sort of get involved with G.U.G.
without maybe playing necessarily online with each other?
Yeah, when we were thinking about like kind of the sort of theming of the game and all the kind of like the ugly cute and everything, we kind of really wanted to lean into the chaos of it all and kind of have it be this sort of quite kind of big elaborate experience."

"And one of the things like when we're thinking about like community and we want people to really kind of be like talking about it and like feeling like, oh, I've just seen this by people want to share it.
We've had a few ideas like internally about different ways we can encourage people to kind of like share out cool things they've made and maybe having some sort of like for like on the streaming side of things, having like chats, being able to kind of like suggest words to kind of use and being able to share that, being able to kind of post social media about like sharing immediately like this cool G.U.G. you've made."

"And because everything's like linked to these keywords, once it's sort of a G.U.G. is a G.U.G. once it's been created, you can kind of like have forums where people can have all sharing strategies like you have a lot of any kind of roguelikes, people kind of talking about kind of like how best to optimize around these things."

"But in the game that's kind of evolving all the time, we are thinking about how it probably won't settle into these kind of matters you get a lot of time where because like, you know, every kind of time someone plays a game, the game changes slightly."

"So you're going to have these really cool sort of we're hoping anyway, like community people kind of rediscussing how best to kind of almost kind of optimize around the optimizations that are happening within the game.
But yeah, we're really hoping that like people can really latch on to it."

"And when we're having people kind of playing it, they're really talking about that, sharing even in the booth right now, kind of sharing between like, oh, we need to try this one.
Or like, what did you do there?
So, yeah, I think we're feeling really good about like a sense of community around, you know, to like strategize as well as kind of like just get really cool, cute ones as well, which I think everyone really enjoys to see."

"I noticed as well that like we put in keywords to sort of identify our gug with the abilities that it would get and the appearance that it would get.
Is there necessarily a limit on say the keywords or how people can mix and match?
Like if someone put in Alaska as well, would they sort of face the same gug or would it be slightly different?
Yeah, so the limit as far as the keywords go is like we have just a 20 character cap."

"But you can put in emojis and anything.
So you get some pretty fun stuff there.
Yeah, that surprised us.
But yeah, once you type in a keyword, it'll create the creature from scratch if it doesn't exist."

"If it does already exist, that keyword is now seeded with the creature.
So you can strategize over, I got Alaska two runs ago.
It helped me in this situation.
Let me go make Alaska again."

"Yeah, so there's always an evolving world, but there's permanence to it.
Just one final question for you guys.
When can we expect to see Gug and what can we expect to see it on?
There'll be a free demo launching early October on Steam and then the full game release will be in the winter of 2025."

"Thank you Marlon, Owen, Levi.
Thank you so much for your time.
Gug, any final words?
Quiet again.
What a diva."

Gamescom

Thêm

Video

Philips Hue Lightguide (Quick Look) - Ánh sáng tuyên bố

Philips Hue Lightguide (Quick Look) - Ánh sáng tuyên bố

Thêm

Đoạn giới thiệu phim

Paddington in Peru - Trailer mới

Paddington in Peru - Trailer mới

Better Man - Teaser Trailer chính thức

Better Man - Teaser Trailer chính thức

Đồng hành - Teaser Trailer

Đồng hành - Teaser Trailer

Music by John Williams - Trailer chính thức

Music by John Williams - Trailer chính thức

Before - Trailer chính thức

Before - Trailer chính thức

Juror #2 - Trailer chính thức

Juror #2 - Trailer chính thức

Uprising - Trailer chính thức

Uprising - Trailer chính thức

The Franchise - Trailer chính thức

The Franchise - Trailer chính thức

Squid Game: Phần 2 - Bạn được mời

Squid Game: Phần 2 - Bạn được mời

Babygirl - Trailer chính thức

Babygirl - Trailer chính thức

Presence - Teaser chính thức #3

Presence - Teaser chính thức #3

Emilia Perez - Trailer chính thức

Emilia Perez - Trailer chính thức

Thêm

Đoạn giới thiệu

War Game: The Making of S.T.A.L.K.E.R. 2 Phim tài liệu

War Game: The Making of S.T.A.L.K.E.R. 2 Phim tài liệu

Until Dawn - Khởi chạy trailer

Until Dawn - Khởi chạy trailer

Gran Turismo 7 - Cập nhật miễn phí Tháng Mười 2024

Gran Turismo 7 - Cập nhật miễn phí Tháng Mười 2024

Mario & Luigi: Brothership - Tạo kỷ niệm ở Concordia

Mario & Luigi: Brothership - Tạo kỷ niệm ở Concordia

Starship Troopers: Continuum - VR Trailer

Starship Troopers: Continuum - VR Trailer

Everspace 2 - Trailer ra mắt DLC của Titans

Everspace 2 - Trailer ra mắt DLC của Titans

Hell is Us - Video chơi trò chơi mở rộng

Hell is Us - Video chơi trò chơi mở rộng

Assetto Corsa Evo - Trailer thông báo ngày phát hành

Assetto Corsa Evo - Trailer thông báo ngày phát hành

Starfield: Shattered Space - Trailer ra mắt chính thức

Starfield: Shattered Space - Trailer ra mắt chính thức

Thêm

Sự kiện

Phil Spencer lên sân khấu tại BlizzCon 2023

Phil Spencer lên sân khấu tại BlizzCon 2023

Chúng tôi đã sẵn sàng cho Summer Game Fest

Chúng tôi đã sẵn sàng cho Summer Game Fest

Chúng tôi đang tham dự Summer Games Fest

Chúng tôi đang tham dự Summer Games Fest

MSIology RTX40 event

MSIology RTX40 event

MWC 2022 - Vuzix Shield - Sebastian Anjou Interview

MWC 2022 - Vuzix Shield - Sebastian Anjou Interview

MWC 2022 - CAT Bullitt - Pete Cunningham Interview

MWC 2022 - CAT Bullitt - Pete Cunningham Interview

MWC 2022 - Blacknut - David Cook Interview

MWC 2022 - Blacknut - David Cook Interview

MWC 2022 - OnePlus 10 Pro - Tuomas Lampen Interview

MWC 2022 - OnePlus 10 Pro - Tuomas Lampen Interview

MWC 2022 - Oral B iO 10 - Katie Andrews Interview

MWC 2022 - Oral B iO 10 - Katie Andrews Interview

MWC 2022 - Astro Slide - Janko Mrsic-Flogel Interview

MWC 2022 - Astro Slide - Janko Mrsic-Flogel Interview

MWC 2022 - HTC Vive Booth Tour and Shen Ye Interview

MWC 2022 - HTC Vive Booth Tour and Shen Ye Interview

Thêm