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5 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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5 years ago
Feb 27, 2020, 9:31:50 AM

Sorry to disappoint, but territories will only have a single biome. However, as you will see as we talk more about the game systems, cities can be in control of more than one biome. For now I can't go into details on that, though.

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5 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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5 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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5 years ago
Feb 24, 2020, 7:16:47 AM
DNLH wrote:

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.

Something I've wanted to see from Civ but obviously haven't is a one tile ranged option to melee units. Essentially allowing melee units to have the choice between small scale shootouts against each other, or outright charging into bayonet and close-quarters combat WWI style. It would be really cool to see something like that implemented. 

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5 years ago
Feb 24, 2020, 8:04:47 AM

The moment I wrote it I realized that the trailer in which they revealed that we'll be able to create our own leaders showed musketmen firing down a cliff on pikemen, so my fears are somehow alleviated. But now that you mentioned it, I want line infantry being able to perform bayonet charge.


I really hope we will learn more about how modern combat will work in near future. Engineers and transport vehicles should make those cliffs that will railroad battlefields across the ages less of a nuissance. I won't even mention trench warfare, that is probably quite impossible to implement in a game like this.

Updated 5 years ago.
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5 years ago
Feb 24, 2020, 11:06:04 AM
mamarider wrote:
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.

iDrunk wrote:
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))



Keep in mind that for that clip of the video and for the comparison screenshot, we adapted one of the generated regions to cycle through the different biomes and show off what different terrain types look like, but we were not changing the distribution of the terrain types to match the biomes. The map generator puts a decent chunk of forest tiles in Taiga biomes, whereas Tundra biomes will have very little dense forest and some sparser woodland, but be largely flatland.

EDIT: Looking at it again, I think the areas to the right and bottom of the natural wonder screenshot were probably Taiga territories.



DNLH wrote:

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.

We'll go into more detail on combat later, but generally speaking cliffs do become less troublesome for combat in later eras.


Updated 5 years ago.
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5 years ago
Feb 24, 2020, 11:58:38 PM

These landscapes/terrains look gorgeous. The art team is nailing it!


happzombie wrote:

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. 

And I completely agree with this. The screenshots they've shared seem to capture a degree of scale and depth that is really hard to do in 4X games and it's looking amazing. I'm really curious how this translates to a full world map, given how large these cities are.

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5 years ago
Feb 25, 2020, 5:56:35 PM
The-Cat-o-Nine-Taleswrote:


Keep in mind that for that clip of the video and for the comparison screenshot, we adapted one of the generated regions to cycle through the different biomes and show off what different terrain types look like, but we were not changing the distribution of the terrain types to match the biomes.

Mea culpa, its obvious. Dont know why I think its a problem.


The-Cat-o-Nine-Tales wrote:

EDIT: Looking at it again, I think the areas to the right and bottom of the natural wonder screenshot were probably Taiga territories.

Oh, that screenshot is very nice, you doing great.


P.S. "Grassland" biom is for prairies, steppes and pampas?

Updated 5 years ago.
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5 years ago
Feb 26, 2020, 3:07:35 PM

Will the biomes and regions have the same borders, or will they be generated independently? I am personally hoping for the latter, one of the things I wasn't crazy about in EL was the fact that regions didn't have multiple terrain/biome types

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5 years ago
Mar 6, 2020, 5:18:06 AM

The terrain is so visually appealing and inviting at the same time but please give as much love to combat animations as in more realistic with a bit of blood chucked into the mix.  Will you also have disasters such as snowstorms, forest fires, rain clouds, drouds, and volcanos as well as night & day.  This would diffidently add more flavor to the gameplay and plenty of wildlife for different regions rather the boring barbarians maybe even adding apache helicopters in the future stages as opposed hinds that civ always adds.  Can't wait to get my hands on early access for this game should be a better alternative to civ 6 as I feel that's lost its charm with its cartoony graphics executing civ 5 which I loved.  Also could you please bring it to GoG. Keep up the amazing work and I look forward to future updates.

Updated 5 years ago.
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5 years ago
Mar 6, 2020, 1:12:53 PM

I love the look. I think it would be cool if between turns there was the passing of seasons in a quick time lapse, to show the length of time of the turns, with heavier snow in the colder biomes and a flash of fall colors for the temperate biomes.

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5 years ago
Mar 8, 2020, 10:28:11 PM
Amaronduk41 wrote:

The terrain is so visually appealing and inviting at the same time but please give as much love to combat animations as in more realistic with a bit of blood chucked into the mix.  Will you also have disasters such as snowstorms, forest fires, rain clouds, drouds, and volcanos as well as night & day.  This would diffidently add more flavor to the gameplay and plenty of wildlife for different regions rather the boring barbarians maybe even adding apache helicopters in the future stages as opposed hinds that civ always adds.  Can't wait to get my hands on early access for this game should be a better alternative to civ 6 as I feel that's lost its charm with its cartoony graphics executing civ 5 which I loved.  Also could you please bring it to GoG. Keep up the amazing work and I look forward to future updates.

I actually would prefer little to no blood personally.

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5 years ago
Mar 9, 2020, 11:30:28 AM

I'd prefer toggle, but, to be honest, with the scale of units, I don't think blood spatters could work without being more cartoony rather than realistic.

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5 years ago
Mar 9, 2020, 2:18:35 PM

This isn't Total War, why would you want blood in a game, that depicts battles so abstract?

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5 years ago
Mar 9, 2020, 3:58:29 PM

What I meant to say was more realistic as in the way arrows fire and sword and shields handle with a bit of blood added in. I mean no offence by this but as for war it wasn't all rosy, humans have a bloody past so there's no point in hiding what we are.  Better to teach the new generation rather than sugarcoat it but each to their own I guess however I do also like the idea of a toggle for blood then it is up to the user and everybody happy.

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5 years ago
Mar 30, 2020, 10:40:22 PM

Personally, seems a bit too yellow and too bright. Same as Sid Meier's Civ 6 (which I hated).

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5 years ago
May 24, 2020, 4:58:45 AM

Okay, the only thing I really dislike about the terrain is there are way too many cliffs. It feels really tiled and unrealistic. Other than that, it is beautiful.

Updated 5 years ago.
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5 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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5 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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