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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5/17/2019 12:19:20 PM #61

Looks good


5/17/2019 12:31:23 PM #62

Nice. I imagine the sandstorm wall will look even more menacing once it's got all kinds of fancy lighting and whatnot.


Referral Code: 912EC9

5/17/2019 1:10:08 PM #63

This is the best post in awhile


5/17/2019 1:20:12 PM #64

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!


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

5/17/2019 2:00:59 PM #65

Looks great !

I'd love to see in a game like that, creatures living only in the storms. Like elusive flying bloodsuckers. Fearsome, very defensive and hard to catch... dreaming with open eyes


Barony of Kern’s gate

5/17/2019 3:59:12 PM #66

This was a nice surprise.

It was posted in the mmorpg forums and seemed to get a good reception. More videos like this, showing off the world and weather effects like that bad arse sandstorm would really help the games PR.

Also as one of the other people over there out down, treats like this video would be alot better recieved than half baked shiny things 😁


5/17/2019 4:19:49 PM #67

Incisive! Enjoyed the insights Snipe! The vid is a instant classic by the way 😁


Imgur

5/17/2019 4:40:24 PM #68

Surprised no one has asked the important question yet: Were those goats? Gazelles?


5/17/2019 4:52:13 PM #69

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

Surprised no one has asked the important question yet: Were those goats? Gazelles?

looked like goats I guess


5/17/2019 5:12:06 PM #70

It’s so great to see progress! Thanks for sharing!


5/17/2019 5:23:08 PM #71

Nice.. can’t wAit to see it in the game


5/17/2019 6:35:22 PM #72

Excited is the word of the day.


5/17/2019 9:43:20 PM #73

Q: What was the red sand hourglass about?


5/17/2019 10:08:12 PM #74

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! :)


  • Snipehunter
5/17/2019 10:52:40 PM #75

So, how many of those plants are currently harvestable/have a use or WILL BE harvestable and have a use?


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