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Hello everyone, I'm Tegus, one of the programmers working on Crusader
Kings II. Welcome to the fifth dev diary for CK2 and the first one written
by me. In today's dev diary I'm going to talk a bit about the map and why
we've chosen to implement a new one in CK2.

As you all know, in our games the map is an important tool for both
displaying information and setting the mood of the game. In HoI3 we had a
grayish map that we felt was appropriate for a war game. We took this map
and altered it slightly when making Victoria 2, but this time the map was
drawn with vivid colors to portray the progress of the era. The next game to
use the map was Divine Wind because we all felt that EU3 was in need of a
graphical face lift. While this map technology looked good in the
mentioned games, there were certain technological limitations which we
wanted to improve upon or get rid of.

With CK2, we have devoted time to rewrite the graphics code for the map
from scratch. We are back to a pure 3D map similar to the one used in EU3:
Rome. We have visible topology and you will be able to rotate the world
around the way you please. While neither the technology nor the art assets
are in any way final, we do feel that the new map already has great
potential and is a big step in the right direction towards our visual
goals. Hopefully this new tech will also span multiple games, so we
can steadily improve it.

crusader_kings_2_devdiary_5_ss1.jpg

To be fair, if I would describe what we have done with the map so far, it
would just be sentence after sentence of technical mumbo-jumbo, so I'll
spare you the details. Let's instead focus on what visual details that
have been improved and what we want to add before the game is shipped.

We've improved the looks of the water significantly and added refraction
so you can actually see topology under the ocean surface. Aerie has taken
the time to find real-world topology data(although we've exaggerated it
somewhat), it definitely gives a cool feel to the terrain. Borders have
also gotten some love and now use a new system which enables us to make
them much smoother. Much of the previous jaggedness is gone. We've also
begun to implement and test a more detailed lighting model, which we will
continue to improve upon until we release the game. Another cool
feature(which isn't really part of the map) are the units, whose tabards
now show the heraldic flag of the unit leader.

crusader_kings_2_devdiary_5_ss2.jpg

But there are still some things which we're missing. We need trees and
rivers. We need to add province names and realm names, which exist in all
our latest games. I'd like to add more information to borders, so borders
between two realms are colored by the realms' respective colors. There are
of course lots of more things we want to do, but I won't spill the beans
just yet.

crusader_kings_2_devdiary_5_ss3.jpg

All in all, we are very happy with the way the new map is coming along.
Hopefully you will enjoy it as well once you get to play the game!

Fredrik Zetterman, Deluxe programmer, currently working on Crusader Kings
II
 
If the Paradox offices are in any way like where I work, most of the staff has been glued to the telly for the last few hours, watching the mens 10 km relay.

Clearly they are glued to their screens watching when I am going to update my AAR.
 
look is inherited though a simple string we call "character dna". When a child is born it gets a mix of both parents dna. each part of the dna describes how a part of the face should look (nose, eyes, chin, hair color etc). These dna string can be scripted (or modded) for characters, so if we script someones great grandfather to look a specific way the game will extrapolate on that if you start playing his great grandson so he might end up carrying the "family nose". Characters also have other properties affecting look (hair style, age, clothes) that has nothing to do with dna, these are not inherited but can be based on work position/wealth/social status/traits or whatever you want. I hope that was clear enough.

Example: both your character and his wife are blond, and she gives birth to a black haired daughter. This might be cause for concerns about her honesty :p (there is a small "mutation chance" however to simulate genes from ancestors popping back up etc so it might be a coincidence, but currently the chance is only 2-5% or so)

Ah I see, thank you for the explanation. I think the DNA system already sounds quite good. :) Especially the last part about a sudden black haired daughter. :p
 
I'm with you on that one.
The 2011 World Ski Championship.
During the most popular events the productivity in Scandinavia grinds to a halt as almost everyone is either glued to a TV-set or are misusing their office bandwidth to view live feeds. This Thursday was really bad, since it was a classic Norway vs Sweden showdown on the 4x10 km relay.
 
Ah I see, thank you for the explanation. I think the DNA system already sounds quite good. :) Especially the last part about a sudden black haired daughter. :p

Another interesting question regarding the DNA system would be if certain traits (basically hair and skin color, but other traits are possible like noses and such) will be coded in every culture (more preponderance of blond haired people if swedish, more dark skinned if arab, and so...) or will be totally random. This will be specially useful -and even needed- for randomly generated characters.

Plus, I'd love that the DNA system is no longer tied to religion, and every character can share a universal pool of facial features, so we can even see some naturally-evolving interesting inbreeding mixes in the cultural/ethnic borders.

What about a dev. diary about the DNA system? :)
 
King, I think you should read this article (which is also linked to in the article you referenced)

http://tleaves.com/2006/07/04/the-design-of-everyday-games/

It basically says that successful games are the ones that provide more content, not necessarily the ones that use cutting edge technology. It uses diablo 2 as an example.

I agree with you that selling more games is the way to go, but rotating angles and topographical maps do not (in my opinion) present a better user experience even for non-hardcore strategy gamers. It is just a feature that serves as a distraction. And in the end, word of mouth and reviews about a good gameplay experience will sell more games than screenshots showing off rendering technology.

I don't want you to go back to the 2d maps of the old engine, but the DW map is certainly an improvement over HTTT.
 
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King, I think you should read this article (which is also linked to in the article you referenced)

http://tleaves.com/2006/07/04/the-design-of-everyday-games/

It basically says that successful games are the ones that provide more content, not necessarily the ones that use cutting edge technology. It uses diablo 2 as an example.

I agree with you that selling more games is the way to go, but rotating angles and topographical maps do not (in my opinion) present a better user experience even for non-hardcore strategy gamers. It is just a feature that serves as a distraction. And in the end, word of mouth and reviews about a good gameplay experience will sell more games than screenshots showing off rendering technology.

I don't want you to go back to the 2d maps of the old engine, but the DW map is certainly an improvement over HTTT.

I agree with you. Having a topological map and a rotating camera does not mean better gameplay nor a better game(which is the most important part, in the end).

We're in the business of making strategy games. We're not here to push rendering technology to it's limits, we'll never be. There are plenty of other game studios that tries to achieve that, we'll never be one of them. But in my opinion, that does not necessarily mean that we should not work on improving our graphics.

To give a more concrete example, I think that Civ IV has fairly good graphics. But compare Civ IV to Civ V, you can definitely see the improvement in graphics they made. I'm not arguing it's more useful, or that it in any way improve gameplay. But if you were to rate the games based purely on screenshots, one provides quite a bit of more oomph over the other.

I think that the same thing applies to our games. I'm happy with what we did with the graphics in Victoria 2 and Divine Wind. Yet, I still feel that the style used in those games can only take us that far. We have improved the underlying tech used in CK2/Sengoku quite a bit, but we still have some ways to go.

In conclusion, our goal is not to provide the best topological map of Europe ever, nor is it to push rendering tech to its limits. Our goal is simply to take our graphics to the next level for Paradox games, to give a CK2 a little more oomph when you see the game for the first time. We still have things we want to improve upon graphics-wise, but that doesn't mean we won't continue to focus improving gameplay and make CK2 a worthy successor of the original Crusader Kings.
 
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Its like an inner look into Paradox's mind. Thanks for the info.