Right now, it feels like steps are very generic. Can we expect more detail on the steps based on the terrain the players are walking on?
TL;DRNot necessarily more detail: footstep tech and bespoke sounds per surface already exist, so if they feel generic the team will rework them, then aim to add finer variation like resonance on metal sheets.
Not necessarily. So we currently have quite a lot of tech available which describes the surface that we're walking on. We can know the physical properties of it, we can know the render properties of it, and we can relay that to the sound system and play different audio triggers based on what you're walking on. What we think is happening with this question is that maybe the detail is not coming through, because we do have bespoke sounds for all the different surface types. So I think if people are feeling that they're all sounding very generic, then we're going to look at that and rework it and make sure that the differentiation is really there, because the tech is certainly there to support it. But then beyond that, we also want to improve the options that we have beyond just surface type, material type, physical properties to go to. So for example, if you walk on a metal sheet, it will resonate much more in the centre than it will towards the edges, because they're screwed down to a physical frame or something like that. So that's our next step for improving the way that footsteps vary, because varying footsteps is a really important thing. You hear them all the time and if they always sound the same, it gets fatiguing. So we know how important this is and we do spend a lot of time on footsteps.