COMMUNITY - FORUMS - GENERAL DISCUSSION
Is that a shiny I see in the desert?!

It’s time to s h i n e , Elyrians! And there’s a lot to talk about, so before I show you something shiny, let’s chat!

As many of you are probably aware, the team here is generally split up into groups by focus area. The three guilds of Design, Engineering, and Content work on the game, and the Outreach guild generally handles the website, announcements, community management; that sort of thing. You might think that means the poor outreach team is always all alone but there’s often at least some small amount of crossover between all the teams. Domain and Settlement Selection (DSS) is definitely one of those times. In fact, it might be the most ambitious crossover yet.

Developing the DSS experience has involved literally every team to one extent or another over the weeks we’ve been working on it. That has a lot to do with the fact that the centerpiece of DSS is the world maps, which are a core piece of the CoE experience as well. Literally every mechanic and system a player has access to is influenced by – and influences – the world and its state. Survival depends on consumables like crops, fish, and other game, while industry depends on the material resources both on the surface and below it. Even the placement of settlements is influenced by the lay of the land, those resources I mentioned, and the environmental factors of each biome. It’s safe to say that if the map isn’t right, CoE must work a hell of a lot harder to provide players with the experience we envision.

Which means that, whether we’re talking about carefully guiding the process that generates the peaks, valleys, bogs, and other features of Elyria or defining the rules that dictate where certain resources can be found, every team has a stake in the maps, and every team has a role to play in how they’re produced… but you know, that doesn’t mean that we have complete control over the maps, either.

We started this process by taking one hand off the wheel when we put which maps would be produced into your hands with map voting. But even our other hand is only lightly holding the wheel, ready to nudge it one direction or another as the mechanics and simulations we’ve created mold the world.

As a designer who’s built half a dozen worlds, I have to say that I find this process a little harrowing. I’m very much used to meticulously and carefully preplanning everything and then crawling through every square meter of land to make sure that everything is placed just right down to the angle of each flowering forb as it pokes out of the earth. But, here we build daemons and they crawl the world for us, doing the work.

As a case in point: in one step of the process of world creation every parcel of land is analyzed, compared to its neighbors, the biome, the overall pattern of weather, and the water table to determine what sort of surface resources and soil types are found there. I had an image in my mind of what our rules would do and, sure enough, as I looked through the results for each biome, things were falling into my expectations. That is, until I got to the semi-arid desert. The semi-arid desert, at least on the test world I was using at the time, came back as one of the most valuable pieces of land in Elyria. That, in turn, influences the migration model, which suddenly saw a desert full of people who wanted to live there.

Why did it come back so valuable? Care to guess? It’s a funny story, actually. You can grow fungi in caves, and we wanted a lot of caves in the desert. We didn’t really intend those caves to be particularly great for that purpose, but the surface weather conditions weren’t being factored into that. So, like a weird and not really all that accurate reference to Dune, our desert could teem with free Menn, if you knew how to live there. Fixing it was relatively simple, but if we hadn’t been watching our daemons work, we might not have seen it happening.

Like a tesla driver engaging autopilot, you can’t look away or take your hand completely off the wheel, because at any moment in the process you may need to make a correction. As a designer working on the DSS process, that’s something I’m keenly aware of, but I admit that it’s a totally different emotional experience than I’m used to with world building. It’s scary and I bet that if you’re not bringing your A game to the process, it would be easy to get lost in everything happening all around you, as you hover your hands over the wheel.

And, speaking of getting lost in the semi-arid desert, that brings me to today’s shiny! I realize it's been a bit since we've shown off something from inside the game itself, so let’s change that. Enjoy a quick stroll through the semi-arid desert:


  • Snipehunter
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5/18/2019 12:25:20 AM #76

Not a map, still cool though. Credit where its due, and nothing more.


Count of Raberre's Rest

5/18/2019 12:37:40 AM #77

Posted By Xefipor at 5:18 PM - Thu May 16 2019

Posted By Metaldragonslayer777 at 9:08 PM - Thu May 16 2019

I honestly believe the low poly looks great. I know I still support the final design, but it makes me wonder if we can actually utilize both in the final game. I wonder if the low poly version would be better for PCs that have difficulty processing the more detailed version.

Low poly game for lower end systems and tablets, wouldn't be a bad idea... and could make sure that the time spent on art is not wasted in the long run.

:D

This would be nice, however I think it would be an issue with what the design is supposed to be. Snipe said in an earlier post about farming requiring you to look at intricate details (holes in leaves or wilting plants) to figure out how to improve your crops health/yield. Also they said that those details will be an important part of the game and I would assume that would apply to other trades as well.


"Even the smallest person can change the course of the future."

Account Code: A27340

5/18/2019 2:08:31 AM #78

To what extent will we be able to foresee poor or even catastrophic weather? Will meteoroligist be part of a profession?


5/18/2019 4:29:05 AM #79

Posted By TeaTowelChicken at 5/17/2019 8:59:39 AM

A Dune and Tesla reference in one post, nice.

Perhaps Snipehunter is a fan of Darude.


5/18/2019 8:17:14 AM #80

is it just me or is the framerate....well low. or is it motion blur? please let me turn of motion blur.


carnead Die Entdecker und Verteidiger Avagasts suchen DICH! Egal welcher Berufsstand in unserer Stadt ist für jeden platz! [Geselle dich zu uns!] https://discord.gg/Sc6TyGR

5/18/2019 8:58:08 AM #81

Posted By Galliad at 10:17 AM - Sat May 18 2019

is it just me or is the framerate....well low. or is it motion blur? please let me turn of motion blur.

This is a compressed video, not a capture made for a trailer :p (so the low framerate of the video is intended)


Barony of Kern’s gate

5/18/2019 10:42:27 AM #82

Posted By Snipehunter at 08:08 AM - Sat May 18 2019

Posted By Daarco at 2:43 PM - Fri May 17 2019

Q: What was the red sand hourglass about?

It's a stand-in for the Fatigue display; it's functional but it's all just placeholder designer art and not necessarily indicative of the final display. In this version, as your fatigue grows the sand slips from the top half of the hourglass to the bottom. Fatigue grows throughout the day and you have less and less energy as it does.

You can push it back by resting (and where and how you rest affects how well you push it back) but, if you don't, it will eventually overcome you and you'll pass out. And sooner or later your character will straight up have to sleep. There's a limit to what a quick break can do for you.

Posted By Zyrex0 at 09:52 AM - Fri May 17 2019

Posted By randulf22 at 6:40 PM - Fri May 17 2019

looked like goats I guess

yep, those were goats. :)

Posted By Wolfguarde at 06:20 AM - Fri May 17 2019

On a scale from mild inconvenience to Conan Exiles, how thoroughly is getting caught in a sandstorm to ruin your day?

Nice teaser, keep them coming!

Heh, that actually depends on how well you're prepared for it and how bad it is. If you're properly prepared, e.g. you're wearing the right clothes and have some sort of protection for your face and eyes, a typical sandstorm mostly going to hinder your movement and your ability to see. If you're unprepared, your going to have some serious problems that could even be life threatening. Especially if the sandstorm is particularly strong. Sandstorms aren't fully functional yet - you didn't see the player's character leaning into the wind or shielding their eyes as they try to move through it, for example, but other weather systems like rain storms are further along so let me use those as an example:

Some simple rain isn't really going to do much on its own. It might make you a little colder which could be a problem if it's already cold out and, sure, it might slow you down on some terrain types as soil gets muddy, for example, but generally it's a mild inconvenience. However, as the rain intensifies so does its impact. The ground gets muddier, moving over it takes more effort and energy drain and fatigue starts to increase. The effect on your body temperature picks up too, and now maintaining homeostasis is more difficult. Stay out long enough and you could suffer the effects of exposure, or conditions could weaken your immune system making you more susceptible to a disease. Finally, as the full fury of the storm intensifies, we both scale up all of those effects, and layer on environmental hazards such as hail and lightning that themselves could damage or injure your character.

The same is intended with sandstorms. Most people will want to seek shelter immediately, and they'll be right to want that.

Hope that helps! :)

Excellent. Thanks for the informative answer!

Definitely curious to see how intense sandstorms can get ingame, with some of the stories I've heard and things I've read.


To touch Divinity, one must be prepared to brave Reality.

5/18/2019 3:54:07 PM #83

Great shiny! I think I saw some prickly pear cacti, little Joshua trees, and maybe a pomegranate tree? Also intrigued by these cave fungi and how valuable they must be if so many people wanted to settle there...


5/18/2019 4:12:06 PM #84

While not personally a fan of the semi-arid setting, this is a very nice representation of it. Well done.

The character animations are also superb, IMO. You guys really nailed them. The only way I'd be more impressed I think is if the footsteps in the sand were animated too, which makes me wonder if footprints will be a thing for tracking.

And yeah, I'd like to humbly add my voice to the other calls for an encore. Give us more random, unscripted footage every week, give us a glimpse of the world you've been building and see how fast we all get hyped. Because seeing is believing. :)


5/19/2019 12:07:22 PM #85

looks great if that's the semi-arid desert can't wait for the shrub lands OHHH yea.

5/20/2019 7:42:43 AM #86

Thanks for sharing, Snipe.

Sorry if missed something, but wasn't the game developed on UE4? These screens don't look much like what we saw in public 2 years ago.


5/20/2019 10:07:12 AM #87

Very promising. Looking forward to more video


5/20/2019 4:12:37 PM #88

Posted By HolyAvengerOne at 12:42 AM - Mon May 20 2019

Thanks for sharing, Snipe.

Sorry if missed something, but wasn't the game developed on UE4? These screens don't look much like what we saw in public 2 years ago.

That is unreal, actually. What you're looking at is the pre-alpha client, what we call "prElyria" - we're using low fidelity assets for development purposes. Since the focus on development at this phase is rapid iteration of mechanics, spending time to build full-fidelity assets doesn't make a lot sense; mechanics can change rapidly and those changes can result in differing requirements from assets, which can mean that the assets themselves undergo rapid iteration. If the content team was spending that time building full-fidelity items with all their associated materials and shaders, the length of each iteration would be substantially longer and we'd lose time.

Hope that helps! :)


  • Snipehunter
5/20/2019 5:53:53 PM #89

Posted By Snipehunter at 12:12 PM - Mon May 20 2019

Posted By HolyAvengerOne at 12:42 AM - Mon May 20 2019

Thanks for sharing, Snipe.

Sorry if missed something, but wasn't the game developed on UE4? These screens don't look much like what we saw in public 2 years ago.

That is unreal, actually. What you're looking at is the pre-alpha client, what we call "prElyria" - we're using low fidelity assets for development purposes. Since the focus on development at this phase is rapid iteration of mechanics, spending time to build full-fidelity assets doesn't make a lot sense; mechanics can change rapidly and those changes can result in differing requirements from assets, which can mean that the assets themselves undergo rapid iteration. If the content team was spending that time building full-fidelity items with all their associated materials and shaders, the length of each iteration would be substantially longer and we'd lose time.

Hope that helps! :)

Thanks for the answer, Snipe, once again :) It does help to have that communication, indeed.

Instead of coming up with a whole collection of assets, why not take generic ue4 assets as ph and then keep refining them? Seems more expensive to do two different art styles. Unless you're telling me there's close to zero work involved with the new art style?

If that last assertion is true, wouldn't it mean that you do already have a metric ton of art/effects/environment elements already done? And thus, could you not show us a lot more of prelyria for basically no additional work?


5/20/2019 5:58:20 PM #90

Posted By Snipehunter at 6:08 PM - Fri May 17 2019

it's functional but it's all just placeholder designer art and not necessarily indicative of the final display

Isn't the whole art right now just a placeholder? Or you mean "indicative of the final display" of the ph itself? Or do you mean that towards the final final display?

Just trying to wrap my head around this whole client deal here :) Thanks in advance.


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