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4 years ago Feb 20,2020, 15:04:40 PM

Humankind Feature Focus 02: Reimagining Terrain

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Hello everybody,



We know you’re all eager for more information about Humankind, so we got another video for you this week: Reimagining Terrain!

To a historical strategy game like Humankind, terrain is an important game pillar that helps to immerse the player in the experience. From elevation to natural wonders, the terrain in Humankind is designed to improve this immersion while offering strategic challenges and opportunities.

Find out more in the video below:





We want you to be able to be fully immersed in this world. We want to push you to explore every valley, mountain range, or coastline. We want you to be able to find the perfect spot for your glorious city, your own little piece of paradise.

In order to do that we tried to create a rich and colorful, but also believable world, and we paid special attention to how all the elements blend into one another.


Elevation is a key aspect of terrain in Humankind. We want our players to develop a strong sense of the shape of the world, with flatlands, hilly areas, and mountain ranges feeling clearly distinct. The terrain in Humankind is fully three-dimensional, so each tile has an elevation, and depending on the surrounding tiles, you will find gentle slopes you can climb, or impassable cliffs that create challenges or opportunities for your exploration or battles.

For example, moving through forests or valleys will restrict your line of sight, so exploring from the high ground is a better option. Mountains and cliffs may get in the way of your explorers, but they can also serve as useful barriers in combat. Even if you cannot find any cliffs to control the shape of the battlefield, forests, rivers, and the high ground will have an impact on your battles.


A defensible position (Click through for full size)



Elevation by itself is not enough to create a sense of place and a believable world, however, as the world would be rather barren without appropriate vegetation. Each territory on the map has a temperature and humidity based on its location and height, and these are used to determine its biome. Territories near the equator may be tropical or deserts, those near the poles or high up in the mountains may be tundra or taiga, or a number of other biomes.

(Click through for full size)



These biomes allow us to control the spread of features like rocky terrain, forests, or fertile grassland to create a plausible landscape for each biome, be that a sandy desert, a boreal forest, or an expansive savannah. Furthermore, the biomes allow us to create believable visuals while keeping the gameplay effects of terrain persistent and readable: For example, forests may look different in tropical territories than in the temperate or subpolar climes, but it will always be a boon to your industry, while open grassland will allow you to feed your people.


The same terrain in a Tundra biome and a Savannah biome (Click through for full size)



Since we want the terrain to inform the player’s decisions, the different types of terrain offer different yields like Food or Industry, which will influence the growth of your cities.

To create areas of strategic interest and enhance the visual appeal of the map, we have also introduced various terrain features. Some of these will affect the basic resource yields of a tile, like an oasis in the desert or a geyser, while others will offer you access to strategic and luxury resources that are crucial to fueling your economy and military and at the same time create visual landmarks that help create a world as rich as possible.


Resource deposits and other terrain modifiers (Click through for full size)



Some terrain features like deep forests, long rivers, or large deserts will be notable landmarks, and if you are the first to discover them, you will get to name them. If you are really lucky, you may even discover one of the unique natural wonders, which will bring you Fame.


One of many natural wonders (Click through for full size)



We hope you enjoyed this closer look at terrain in Humankind!

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4 years ago
Feb 20, 2020, 3:05:59 PM

Quick note: You may notice that these are now called Feature Focus rather than Dev Diary. We feel that now tha we are diving into specific aspects of the game, this new title suits the content better.

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4 years ago
Feb 20, 2020, 3:24:20 PM

The terrain features looks gorgeous in the video! So appealing!

In addition to land terrains, what about ocean and lakes, I can tell from the screenshots there are shallow sea and deeper sea beyond, but what about ocean ice, ocean trench, or sea resources? Are shallow sea tiles passable for land unit? 

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4 years ago
Feb 20, 2020, 3:32:26 PM

Other then that, terrain artists made an A+ job. It looks so much more natural, appealing and just eye-candy, then in Civ games.

Rivers have confluence, something I wish Endless Legend had.


P.S. Please, tone down yellow.

Updated 4 years ago.
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4 years ago
Feb 20, 2020, 6:43:44 PM

The looks are great! But pls make this terrain come to life in gameplay aspects as well. I'd love to feel that every place I can settle has its own unique exploitation applications. What I mean is I want to feel settling on flat land as rewarding as settling near an enormous lake or high mountain. I'd like to see some improvements that benefit from different types of terrain to base their strategies on it. But not only on some special rare terrains such as EL/ES2's anomalies or not even on semi rare like forests. Make EVERY TERRAIN feel good if exploited in a good way. May be living on some terrains can even have an impact on your culture and overall development? 

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4 years ago
Feb 20, 2020, 7:30:32 PM

Very nice work of the graphic team!
I'm particularly impressed by the aspects of the desert and of the badlands. With a sounds of these environments, travelling on the map will be a roadtrip.

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4 years ago
Feb 20, 2020, 7:37:48 PM

I would agree with the yellow tones being too much, but other than that It looks definitely amazing. Very exciting!

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4 years ago
Feb 21, 2020, 2:27:52 AM

Quick question, you mentioned discovering the largest forest got you influence. What happens if you chop down enough of those trees that someone else suddenly has the largest forest? Do they suddenly start getting the influence?

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4 years ago
Feb 21, 2020, 3:40:23 AM

Terrain levels and biomes look amazing. The art team is really killing it.

It seems like the resources from tiles and map sectors will be pretty similar to Endless Legend, which I expected. I think it's a pretty elegant system so I'm glad to see its return in HK.

Any word on how strategic/luxury resources will be distributed on the map? For example, will certain resources be only available in certain biomes? It would be weird to have a bunch of wine or tropical fruit in tundra, right?

I also wonder if there will be many ways to change the landscape around you? Like irrigating a desert to give it higher food output? I think we already saw reforestation projects in the previous video.

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4 years ago
Feb 21, 2020, 8:16:58 AM

I really like the look of it. The yellow is a bit intense, but at least it looks consistent across the board.

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4 years ago
Feb 21, 2020, 9:36:11 AM
Zugg_zug wrote:

Terrain levels and biomes look amazing. The art team is really killing it.

It seems like the resources from tiles and map sectors will be pretty similar to Endless Legend, which I expected. I think it's a pretty elegant system so I'm glad to see its return in HK.

Any word on how strategic/luxury resources will be distributed on the map? For example, will certain resources be only available in certain biomes? It would be weird to have a bunch of wine or tropical fruit in tundra, right?

I also wonder if there will be many ways to change the landscape around you? Like irrigating a desert to give it higher food output? I think we already saw reforestation projects in the previous video.

The biomes certainly do have an effect on resource distribution. And there are some ways to affect the landscape, but we're not ready to go into details about that yet.

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4 years ago
Feb 21, 2020, 11:19:10 AM

This looks amazing, I can't wait for more information and finally to play the game. Keep up the good work!

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4 years ago
Feb 21, 2020, 1:29:55 PM

As a Russian I need to say that you made a lovely tundra landscape))

P.S. and taiga is nice too

P.S.S. the choise of bioms is great, love it very much

Updated 4 years ago.
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4 years ago
Feb 21, 2020, 3:57:35 PM
iDrunk wrote:

As a Russian I need to say that you made a lovely tundra landscape))

P.S. and taiga is nice too

P.S.S. the choise of bioms is great, love it very much

Nah, taiga is much more dense irl, but tundra is pretty close.

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4 years ago
Feb 21, 2020, 6:17:03 PM
mamarider wrote:

Nah, taiga is much more dense irl

I understand what you are talking aboutWell, yes, there must be less open plainin taiga, but there are some dense woods at the right side. But the problem is that these trees are foliar (leafy? i dunno, sorry), there must be more conifer trees. Or maybe "tundra" is just a conditional name for a biome

Anyway that landscapes looks beautiful enough for me))



Updated 4 years ago.
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4 years ago
Feb 21, 2020, 6:19:58 PM

Considering the way to win point of fame : ' If you are really lucky, you may even discover one of the unique natural wonders, which will bring you Fame. '
Are there explorer units in the game with specific goals at different era?

At the firsts eras to find a typical ressources could give fame point (exploit them will give advantages of course)
Later in the game, discover the north and south poles (2 specifics tiles) could be ways to win fame point? Or even to be the first round to travel around the world (like Magellan)...


More than explorers can we imagine to have a scientific unit which may help to discover new ressources?
During most of the history, most of the ressources were discovered because there were at the surface. Animals, vegetation, classic mineral or metal ressources were easy to find because they were on the surface (even petrol is used in Irak since the classical era).
Only during the industrial and the modern eras, scientist help to understand the earth and it helped to find deep ressources.
So could we imagine a scientist (geologist?) unit travelling in different zone then doing long surveys (10, 20 turns??) of this zone to try to find or not a new ressource (diamonds, petrol, gas, Rare Earth elements, etc.) that could be related to modern era or even older eras.
This could be a way to re-explore the map and it could be a way to help to diversify or add ressources.
In the same way, the ocean are often 'forgotten' excepted the coastline. We could imagine in the modern era, a special boat doing surveys (the same way as is doing the scientist on the land) in different zones trying to find offshore ressources. 

This could offer opportunities to exploit rare resources  which will require to be protected as these offshore resources could be highly disputed by all the nations with a navy.


Updated 4 years ago.
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4 years ago
Feb 21, 2020, 6:33:03 PM

I do wonder now, seeing the terrain that will be impossible (cliffs) to attack in melee, if they'll avoid the Civ-like way of doing things and all modern units will have ranged attack in one way or another. It makes sense for a legion ambushed in a steep valley to have little to no means to retaliate, but modern soldiers, while at disadvantage, should be fully capable of biting back.

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4 years ago
Feb 22, 2020, 8:04:53 AM

I'm really liking the sense of scale that the terrain conveys. EL's world is absolutely gorgeous but it always feels just a bit hemmed in. I think the designers have nailed the right degree of granularity here. 

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4 years ago
Feb 24, 2020, 7:12:28 AM

I'm really loving how visually gorgeous the art style is while maintaining the clarity for display purposes. I am very hope looking forward to see the units and improvements, which I don't doubt will maintain this level of attentive detail and distictness. 

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