[0:00] Creativity [0:45] Since the last alpha test, God Save [0:47] Birmingham has received a ton of great [0:49] feedback from players. [0:52] Weapons and combat are what you had the [0:54] most to say about, so we've added [0:55] content and made improvements to both. [0:59] We've adjusted the tempo of combat [1:00] animations such as the player's weapon [1:02] attacks and head stomping and improved [1:05] animations overall. We've also aimed to [1:08] reduce friction by enhancing the [1:09] responsiveness of controls. To [1:12] compensate for the players faster combat [1:14] abilities, we've made zombies a little [1:16] more durable to keep the overall pace of [1:18] combat the same. Through these [1:20] continuous improvements, we are striving [1:22] to create combat that feels challenging, [1:25] thrilling, and fitting for a gritty [1:27] survival game. [1:30] During this development sprint, we've [1:32] added one-handed swords and hellbirds, [1:34] and plan to continue adding more weapons [1:36] so that players can discover and [1:38] experiment with various medieval melee [1:40] tools. We've also added unique [1:42] animations for each weapon type, plus [1:44] stats such as damage, stopping power, [1:46] and durability. Players will need to [1:49] choose their weapons carefully to [1:51] optimize their chances of survival. [1:55] We've also added a shouting action to [1:57] lure zombies where you want them. Much [2:00] work has also been done on the physics [2:02] engine, which is one of Godsafe [2:04] Birmingham's most important and unique [2:06] features. We've enhanced the physics [2:08] simulations for the grappling system, [2:10] which governs how zombies grab, cling [2:13] to, and attempt to drag the player down. [2:16] We refined the technical mechanisms that [2:18] control how zombies will attempt to [2:19] fight the player and added new ways to [2:22] break out of grapples, adding depth to [2:25] close-range combat. We've also made [2:27] various enhancements to the in-game [2:29] physics engine. For example, lifting the [2:32] bottom box in a stack or swing a chair [2:34] into zombies will now consume more [2:36] stamina, giving the system a more [2:38] realistic feel. You can now place and [2:41] move ladders freely at any desired [2:43] location rather than being limited to [2:46] specific spots. This was surprisingly [2:48] tricky to develop. To make things as [2:51] realistic as possible, the system runs [2:53] physics simulations on ladders even [2:55] while they're in use to allow for things [2:57] like zombies knocking over your ladder [2:59] while you climb. You'll have to use [3:02] ladders carefully to avoid injury. [3:05] In this development sprint, a new [3:07] feature has been added that allows you [3:08] to freely move through windows. If a [3:11] building doors are locked or blocked by [3:13] a horde, you now have another escape [3:15] route. Through this sprint, significant [3:18] improvements have been made to the [3:20] crafting systems and content. Within [3:22] Godave Birmingham, you can experience [3:24] three types of advanced crafting: [3:27] carpentry, blacksmithing, and tailoring, [3:30] which will each aid you in your survival [3:32] in unique ways. Unlike standard [3:34] crafting, advanced crafting will require [3:37] you to find crafting stations scattered [3:39] in homes and buildings throughout the [3:40] town. [3:42] In this development milestone, we've [3:44] added a significant amount of content [3:46] and features related to survival, which [3:49] is the core of the game. Chickens have [3:51] been added as player livestock. To raise [3:54] chickens, you'll have to find or build a [3:56] chicken coupe, after which they'll [3:58] produce eggs at regular intervals. But [4:00] you'll have to select a location for [4:02] your coupe carefully to avoid noisy [4:04] birds attracting unwanted attention from [4:07] zombies. [4:09] We've made major developments to the [4:11] weather system which is closely tied to [4:13] survival. Players will now experience [4:16] conditions including clear, cloudy, [4:18] light rain, heavy rain, and fog. On [4:21] foggy days, zombies visual perception is [4:23] impaired. On rainy days, low [4:26] temperatures will require extra [4:27] attention to maintain body temperature, [4:30] and new survival actions become [4:32] possible, such as gathering rain to make [4:34] drinking water. Time and daily weather [4:37] patterns will continuously affect the [4:39] ambient temperature. If the player is [4:41] exposed to the cold for too long, it [4:43] will begin to threaten their health. To [4:45] survive, you'll have to take actions to [4:47] maintain body temperature, such as [4:49] dressing properly and warming indoor [4:51] environments by lighting a fire. [4:54] Just as starting a fire has become more [4:56] important, so has handling it carefully. [4:59] Fire can now spread to wooden objects, [5:02] and the player can suffer burns if they [5:04] get too close. So, you'll have to [5:06] arrange objects carefully when igniting [5:08] a fire. We've now added various [5:11] historically accurate medieval [5:12] beverages. Alcohol can quench thirst and [5:15] reduce the character's mental stress. [5:17] However, excessive drinking can cause [5:19] the player to become intoxicated, making [5:22] survival more difficult. So, remember to [5:24] drink in moderation. [5:27] We've further enhanced the existing [5:28] sleep system. You can now improve the [5:31] quality of your sleep by finding or [5:33] crafting a quality bed. Additionally, [5:36] you must maintain a warm indoor [5:38] temperature and create an environment [5:40] safe from zombies to ensure quality [5:42] sleep and maintain your character's [5:44] health. [5:46] It's now possible to gather fruits and [5:48] vegetables via foraging. You can collect [5:50] wild berries from the forest outside [5:52] town and vegetables from gardens [5:54] throughout. Foraged plants won't start [5:57] rotting until they've been picked. So, [5:59] it's up to you to pick them at the right [6:00] time or process them for long-term [6:03] preservation. You can now interact with [6:05] the river flowing through town. You can [6:08] draw and drink the water. However, the [6:10] water quality is poor and drinking it [6:12] may cause an upset stomach. Fortunately, [6:15] the stream water is great for cleaning [6:17] yourself, making it a solid choice to [6:19] visit anytime you need a quick wash. [6:22] >> God, we've developed a new system for [6:24] generating survival supplies within the [6:26] village using fixed rules and random [6:29] generation. We plan to continuously test [6:32] and refine this system throughout the [6:34] game's life to ensure players are [6:35] experiencing challenging and exciting [6:38] gameplay. [6:40] We've improved the guide journal system [6:42] first introduced during the alpha phase [6:45] by incorporating feedback from testing [6:47] results. Designed to provide minimal [6:49] guidance to players entering the sandbox [6:51] environment for the first time, the [6:53] guide journal will function as a light [6:55] tutorial and the story delivery [6:57] mechanism. While gameplay would be [7:00] possible without completing the guide [7:02] journal quests, it's intended to assist [7:04] players in acquiring essential game [7:06] knowledge and adapting to the [7:08] environment during their initial [7:09] playthrough. Although it's not yet [7:12] playable in this build, we've started [7:14] developing co-op functionality. Once the [7:16] multiplayer feature is stabilized, we [7:18] plan to create an opportunity for [7:20] players to experience it firsthand [7:22] through an open test. [7:32] Game