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Dev Diary #290 Sounds of the world of Ylands

[h3]Ahoy Ylanders![/h3]

adventurous music, howling wind, waves splashing, boat parts screeching and your footsteps on the deck. Only rarely these sounds will draw your attention, but without them? You would hardly ever feel like you are truly on board. Are you curious about how this extremely important, immersive and beautiful part of our beloved game is made? Meet Jan, our senior sound designer!



Can you introduce yourself to our players?

I've studied sound design at FAMU (Prague film school), and I work at Ylands for exactly 4 years now as this diary is released.


What was your way into the Ylands team?

The usual, I found an open position and we got in touch with the recruiter. Funny enough, I was still finishing my degree during the hiring process and then I started to work at Bohemia Interactive.


Does sound in the Ylands game work the same way as in other games?

There are specifics since Ylands is a procedurally generated game. There are no fixed levels. For example, whenever a biome is generated, specific ambient sounds are generated along with it.


When do you create new sounds into the game?

When a new asset is added like an item or an animal or when a new feature is designed it often requires some sound support or even a whole new set of sounds, like when the underwater world was updated in update 1.9. Of course, there are also trailers and big marketing videos that I work on. Often, I work on redesigning old sounds that feel outdated, I am doing my best so that all Ylands sound are fresh and updated. Definitely let me know in case you think some sound should be better or more real.


What do you think is the main purpose of sound in Ylands?

It definitely brings the procedurally generated world alive, also the support of emotional impact of the game is really important. Just remember the last time you have entered a cave.


Are there any sound-based features that you created from scratch for Ylands?

Editor game logics would be the biggest ones probably as they present the players with an opportunity to add their own midi tracks and a lot of other options to work with sound and music. In adventure the coolest sound feature would probably be the real time sound calculating of effects like reverb and echo, so when you are inside a building or a cave, everything starts to sound very differently than outside.


What you like the most about game sound design in general?

Definitely achieving immersivity and a lively feeling of the world. Just try to play Ylands without sounds once. It's also quite cool to be able to offer information to the players from any possible direction, like from behind, above or even below! Unlike the visuals which can provide information only in a specific angle.

Thank you so much for your answers, Jan.

Do you want to ask Jan anything or are you curious about sound in Ylands? Just ask in the comments or on our Discord and we will let you know his answer.

Stay Classy!

2.1.4 Patch Changelog

[h2]⭐ Highlights ⭐[/h2]

Crafting - Some statues gave you more stones than their cost after deconstruction. Not anymore.
Handbook - Chilly Woes event fixed! You will no longer feel cold after finishing this event. Now, we let you craft and drink tea, which actually warms you up, instead of a soup which won't, since it seems to be a gazpacho.
Handbook - The detection of the handbook opening works properly now. It helps us to keep improving your handbook experience.


[h2]FIXES[/h2]

[YLD-47442] Fixed: Crafting: All eastern statues drop incorrect items after deconstructing.

[YLD-47572] Fixed: Handbook: Chilly Woes event directs the player to craft Stew which doesn't help against cold.

[YLD-47487] Fixed: Handbook: The detection of the handbook opening is not working properly.

Dev Diary #289 Main bug solution? Write /unstuck 0 in the chat!

[h3]Ahoy Ylanders,[/h3]

Let's talk about your problems! More specifically how we deal with any issues or ideas you report to us. You usually contact us with three main things.

[h2]QUESTIONS[/h2]

Questions are quite self-explanatory (pun intended). When you ask us about something, we answer. Obviously, we are not omniscient, sometimes we have to consult within the team what the correct answer is. I might be the Community Manager, but I don't know all the specifics and details about, say a programmer's work.

[h2]SUGGESTIONS AND IDEAS[/h2]

These are also fairly simple. I just copy-paste them into a channel on our work Slack. Once every two weeks I go through all of the ideas, and we inspect them within the team. What features and suggestions are the most wanted? How complicated they are and how will they affect the gameplay and fit into our plans? Based on that (and much more) we decide on their priority and start the implementation!

[h2]BUGS AND ISSUES[/h2]

Definitely the most complex things we communicate about. As I try to remind on our Discord (which you should definitely join) - always report issues through in-game feedback messages. See, to understand what really went wrong we need your "logs". Logs are note files filled with various information about your last game session. For example, it can tell us what went wrong before a game crashed, or that you can't place that one block in your house because there is an unfinished Blueprint somewhere underneath.

When you send us an in-game feedback message logs are automatically included. Once I get the game report, I send it over to Quality Assurance team. They look at it and tell me whether it is a bug, a mistake or if something else is going on. Then I usually contact the player whether we are able to fix it soon or how they can get out of that buggy situation.

With that said please do report any issues you run into and give us all the feedback and criticism you can. All of that helps us make our game better as many of your awesome ideas have made it into the game already! You can read about those HERE. 😊

The most frequent advice I give? Write /unstuck 0 in the chat!

Stay Classy!
​​​​​​​Anna Community Manager

Dev Diary #288 What Ylands Devs Do Behind the Scenes?

[h3]Ahoy Ylanders, 🏝️[/h3]

we opted for more personal behind the scenes today.

While we are at work, we are building Ylands together, whether that means programming, drawing jackals or designing new features, we will get back to these behind the scenes some other time. What we wanted to share with you today is what we fancy doing outside of working hours!



[h2]TOP FIVE YLANDS DEVS HOBBIES[/h2]

[h3]1 Videogames[/h3]

Booom, breathtaking, right? You will find literally any game genre among our favourites. There is even one person who is over 250 hours in the Baldurs Gate 3 right now (cca month after it is released). Just in case you need a proof.

[h3]2 Board games[/h3]

Among ordinary board games, there is a special spot for Magic the Gathering and Pen and Paper RPGs like Dungeons and Dragons, but there is also occurence of miniature wargaming games like Warhammer.

[h3]3 Watching movies and series[/h3]

That would be the case when you wanna play a game, but you need to handle your popcorn instead of the "insert your preferable control device, we don't judge". Just kidding we love cinematography, some of us even studied it at the university.

[h3]4 Reading books and Sports[/h3]

Big battle for the fourth spot ended up... in a tie! There is decent amount of readers and sport enthusiats among us. Interestingly enough a lot of us likes to do both. Fun fact: we also have players of sports like curling or even quidditch!

[h3]5 Making music and visual art[/h3]

Funny enough, music and painting/drawing/ etc... are also in balance in the Ylands team.


There is also a bunch of people like cosplayers, Rubic's cube solvers, slam poets, actors and, you would never guess this, hobby game developers! So that's us, come and meet some of us for example on our Discord.


See you there and Stay Classy!

Dev Diary #287 Your Suggestions Which Made It To Ylands

[h2]Ahoy Ylanders, 🏝️[/h2]

Have we already mentioned how we like getting your feedback? Well, just in case, we love it! What we really revel in though, is implementing your suggestions! Here are the most impactful and/or recent of those that are already in the game.

  • Returning the first-person camera
  • Inventory sort button
  • Ghost pirates ARRGHHH!
  • I for inventory - TAB for latest tab
  • Bigger stack size for resources
  • Clay found in Tropical region (yea, it's caves but they are totally tropical)
  • Bag for ammo, pew pew!
  • Expanding usage variety of some containers (bye bye seashell jar)
  • More variety of blueprintable items
  • Less oppressive fog and rainy weather occurrences reduced


How do you like these changes so far, and how was Ylands life before these went live? Let us know in the comments or on our Discord.



[h2]What might come next?[/h2]

Whether it will be the next update or the one after that, we are always making sure to implement some of your ideas. These are next in the queue!

  • Great return of clay to the starting yland.
  • Suitcase! Finally, a proper inventory container for everyone's fashion desires.
  • Aspiring lawyers and bureaucrats in the world of Ylands get ready, 'cause our eyes are set on the document folder inventory container!


If you would like to see the muuuuch longer list of what you have suggested, take a look at this recent dev diary about that very topic HERE.

Stay Classy!