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Stellaris Dev Diary #28 - The Project Lead speaks

Good news everyone!

Today’s Dev Diary will be about whatever I want it to be about! When I thought about what I would write in this dev diary I had a really hard time deciding what I should write. Most people told me that I should write about who I am and what I do, but I thought that felt a little self-absorbed. But anyway, let’s begin with being self-absorbed...

My name is Rikard Åslund and I have worked at PDS since 2011. Initially I worked as a programmer and then senior programmer, but these days my main focus is being the project lead for Stellaris. I have worked on a bunch of different projects during my years here but I spent most of them working on EU4. After EU4 I moved to Stellaris to work as a senior programmer, but I took over as project lead after some time.

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As a project lead my main responsibility is to handle the execution of the project and making sure that we do that within set budget and time frames. Since I’m also the most senior programmer on the team I have also worked as a programmer lead (tech lead). These days I’m trying to step back from programming because I simply don’t have the time. This is something I feel confident doing since my team is so highly skilled, but it’s also hurtful since I love programming so much. Because of that I still try to write a couple of lines of code everyday, to keep my mind sane between all the different budget and time follow-up meetings.

When I think about Stellaris I feel three different strong loves; the team, the game and the players. I have the privilege to spend each day surrounded by highly skilled and passionate people, they are the makers of the game and the ones that should receive all credit. I feel so extremely proud of what the team has achieved, we have managed to create a such a good game in a setting we have never worked in before.

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This game is in my personal opinion the best game PDS has ever created. First of all let me say that I love our other historical grand strategy games, no other games let you relive and feel history at such a grand scale. With that said I however have to say that sci-fi games have always had a certain attraction to me that few other games ever had. I love the feeling of dreaming myself away to an alien world and the feeling of exploring something new. Stellaris gives me exactly that possibility, I get to dream myself away.

Now when the release is incoming you always feel as a developer that you would like to have some more time. This feeling is completely normal and if someone ever tells you that they are completely done and have nothing more to add, you should probably not buy that game because it will suck. With Stellaris I know in my heart that we have a really good product in our hands, I think the game would be really well received even if we released it tomorrow (no we won’t), but we are in no way done with this game. We have plans for working with this game for a really long time and I’m really looking forward to see how this game gets shaped by our players. I usually say that we probably don’t know exactly what Stellaris is until a year after release, I’m really looking forward to be along for that ride with you guys.

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Next week we will talk about Pop Factions and Elections, don't miss it!

Fun fact: Stellaris was originally planned to have a locked camera like our other games, so that it felt more like a 2D map. The rotatable camera was implemented as a test because we had a hunch it might work better and it turned out so good that we kept it. Meaning that in Stellaris, in comparison to our other games, you can always rotate the camera by holding the right mouse button.
 
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The car is not distorting spacetime enough for light to not escape it......light is not bouncing off the blackhole for you to see it.....just the effects of the light that did not get sucked into its gravitywell.....difference

Regardless, if you were near one you could look at it,recognize, point to it and even describe it. Even without an accretion disk a star sized black non-transparent sphere is noticeable and semantics aside for all intents and purpose you can see it photons or not.
 
A basic explanation might be that game directors have the vision and high level design task, other designers fill out the details and numbers, and the project lead breaks down this design into concrete tasks other programmers, artists, and content designers can work on. The project lead also follows up on these tasks making sure everyone has the resources and help they need to do their job, does various admin tasks, and sometimes tells the designers their ideas are not practical in the allowed time/budget/sanity levels available.

(As I like to do in threads were Doomdark is being talked about: I am NOT Doomdark)

If you work for the Project, Game Director is "a good guy" and Project Leader is "a bad guy". Project leader is the guy who has allways to tell "NO" for every thing which Project workers seems "as a good/splendid/fantastic/easy/cheap/fast idea to implement".
 
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I too enjoy dreaming myself away. To you and your team, thanks for all the hard work! I look forward to the many hours of game play to come.
 
But what formed such a wormhole is my question. It could be coincidence that it is on an orbital line but really? Something used to be there, something tore a hole in space.
Remember that wormholes are a method of space travel in this game, temporarily created by wormhole generators, not naturally occurring phenomena. In the corner you see a space station, with the symbol the stream associates with wormholes; presumably that's the wormhole generator.
 
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Leave it to this forum community to devolve into an argument over black holes not 2 pages into a message from the head dev. I love it.

Thanks for the dev diary. Looking forward to playing the game. This'll be the Paradox game that I buy every single DLC for, no matter how inane.
 
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Fun fact: Stellaris was originally planned to have a locked camera like our other games, so that it felt more like a 2D map.
...
The rotatable camera was implemented as a test because we had a hunch it might work better and it turned out so good that we kept it. Meaning that in Stellaris, in comparison to our other games, you can always rotate the camera by holding the right mouse button.
Yeah Ok, but my Main-Problem with That is the Circumstance, that, due to different Perspectives, You have Problems to see, Which particular Star-Systems (Border-Star-Systems) are in the Influence-Range of which particular Empire.

Nevertheless - Good Job so far.
 
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Remember that wormholes are a method of space travel in this game, temporarily created by wormhole generators, not naturally occurring phenomena. In the corner you see a space station, with the symbol the stream associates with wormholes; presumably that's the wormhole generator.

Your right but always in the back of my mind I've thought there's gotta be some naturally occurring wormholes as well right? Perhaps some could be permanant some not. It would add an odd strategic layer to the game and cause fun moments where suddenly your presented with a strategic advantage do you take it, possibly getting stranded in the process.
 
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Your right but always in the back of my mind I've thought there's gotta be some naturally occurring wormholes as well right? Perhaps some could be permanant some not. It would add an odd strategic layer to the game and cause fun moments where suddenly your presented with a strategic advantage do you take it, possibly getting stranded in the process.

That would be a very interesting strategic feature: a teleport tunnel between two parts of the map. It would lead to some intriguing bordergore.
 
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Hey

First I thought: Is that it? Is that all we getting? Some rambling of a story from a dev instead of some game info. But, then I read it and I really enjoyed it. It's good and I liked hearing about how they value us as customers. You don't usually get that from other developers or more importantly publishers.

Looking forward to next week.

Voice
 
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Regardless, if you were near one you could look at it,recognize, point to it and even describe it. Even without an accretion disk a star sized black non-transparent sphere is noticeable and semantics aside for all intents and purpose you can see it photons or not.

And then promptly soil yourself in fear due to being near a freaking black hole. I can't imagine many things scarier than the idea of falling into one.
 
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We will gladly give you a tons of ideas what add to Stellaris 1.0 :)

And yeah... The Black Hole will need some love from graphics team sooner or later ^ ^
 
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I would like to say thanks for all your effort input for creating this game. I also want to add for you and all the people who expect anxiously this game, that the details make a game good and replayable. As I see from the 3 pics you posted, we will have our hands full with details and I am expecting to see much more once the game is done.
All this being said, keep up the good work and I'll see you in space :)
 
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And then promptly soil yourself in fear due to being near a freaking black hole. I can't imagine many things scarier than the idea of falling into one.

They're not actually as scary as you think.

That's not true. They are as scary as you think, but not more scary than other things their size. Falling into a star would also be deeply unpleasant. Even falling into a rocky planet would hurt.

"Falling into" things in space is a poor decision.
 
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Your right but always in the back of my mind I've thought there's gotta be some naturally occurring wormholes as well right? Perhaps some could be permanant some not. It would add an odd strategic layer to the game and cause fun moments where suddenly your presented with a strategic advantage do you take it, possibly getting stranded in the process.

Stellaris takes advantage of sci fi trope. In theory it is possible so sci fi conjures it up. It's a game, why not.
 
They're not actually as scary as you think.

That's not true. They are as scary as you think, but not more scary than other things their size. Falling into a star would also be deeply unpleasant. Even falling into a rocky planet would hurt.

"Falling into" things in space is a poor decision.

To be fair, the radiation from the black hole can be way deadlier and if it starts ejecting a stream of particles your way...
 
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