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Stupid Ones Games
Registrace 11. 05. 2020
Devlog 04 - Demographics, Subjects, Indochina, Indonesia & Australia, Unreal Engine Grand Strategy
I'll be implementing RGOs/Resource Production next so suggest any ideas you have for that (:
Showing off last couple weeks' worth of work. Created Indochina, Indonesia, The Philippines as well as Australia and New Zealand. At this point the maps about 70% done just need to do Africa and America.
I've implemented Demographic based population growth which will hopefully give more realism in the simulation and is a nice unique feature to Blood & Iron. Also, I like the way I did subjects doing color inheritance on % of integration makes the map look a lot prettier and more readable (:
Also fixed map name rotation which I didn't know was a problem until I got into the southern hemisphere. Spent 4hrs doing Euler transformations until I found a function in UE5.
Timestamps:
00:00 - Intro
00:23 - Australia & New Zealand
01:30 - Subjects & Bug Fixes
02:35 - Indonesia & The Philippines
03:26 - Indochina
04:03 - Demographics
Showing off last couple weeks' worth of work. Created Indochina, Indonesia, The Philippines as well as Australia and New Zealand. At this point the maps about 70% done just need to do Africa and America.
I've implemented Demographic based population growth which will hopefully give more realism in the simulation and is a nice unique feature to Blood & Iron. Also, I like the way I did subjects doing color inheritance on % of integration makes the map look a lot prettier and more readable (:
Also fixed map name rotation which I didn't know was a problem until I got into the southern hemisphere. Spent 4hrs doing Euler transformations until I found a function in UE5.
Timestamps:
00:00 - Intro
00:23 - Australia & New Zealand
01:30 - Subjects & Bug Fixes
02:35 - Indonesia & The Philippines
03:26 - Indochina
04:03 - Demographics
zhlédnutí: 1 129
Video
Devlog 03 - India, China, Persia, Japan & More, Unreal Engine Grand Strategy Project
zhlédnutí 1,5KPřed 14 dny
Speedrun mispronunciation any %. I was a bit shorter than I'd like to be explain some of the regions, but you'll all get to see it in all its glory when the games done (: Still working on some core gameplay stuff just needed to get some more pops in the game. Timestamps: 00:00 - Intro 00:22 - India 02:02 - Persia 02:22 - Central Asia 02:48 - Siberia Tool Additions 03:24 - Qing China 04:13 - Kor...
Devlog/Tutorial 02 - Unreal Engine Grand Strategy, Blood and Iron, The Ottomans, Modifiers & Pops
zhlédnutí 9KPřed měsícem
Over the past month I've made massive improvements on some existing systems, expanded the map and implemented core mechanics. Making good progress but will probably slow down for a bit as I go back to uni. These longer form videos have gotten a lot more traction then the 30s clips, so I'll keep making them although they'll be less frequent. As always, if you have any questions, critiques or ide...
Devlog/Tutorial 01 - Unreal Engine Grand Strategy, Blood and Iron
zhlédnutí 16KPřed měsícem
This is a longer formatted develop summarizing the work done through the whole project. I also made it to answer some questions from fellow developers on how to make something. It's more a general outline on how I did the map because it was very complex to do the major thing was nailing down a decent method that could be done in UE5. If you've got questions or want me to elaborate on the next v...
Climate & Terrain - Unreal Engine Grand Stratergy
zhlédnutí 531Před 2 měsíci
Over the past couple of days I've been implementing a system which utilises Climates and Terrain to determine which trade good to be placed in a province. It still needs a bit more work but I've implemented a couple of new mapmodes to show the diversity of the terrain and climate. For climates: blue-green is oceanic, Dark green is continental, Light-green is sub-tropical, yellow is mediterreane...
The Big Green Blob - Unreal Engine Grand Strategy
zhlédnutí 423Před 2 měsíci
In the last couple of days, I've had spare I worked on the European segment of the Russian Empire the northern caucuses. It's all based off various censuses and estimates by the Russians, Turks, Germans and Brits. The north caucuses have two independent nations, that being the Caucus Imamate and the Circassian federation (at this point a bunch of smaller nations which will be puppets of the lar...
MASSIVE GRAPHICS IMPROVEMENT WITH NANITE - Unreal Engine Grand Stratergy
zhlédnutí 1,7KPřed 3 měsíci
Played around with Nanite Tessellation in unreal. Results speak for themselves. It's actually very performant due to nanites reduction of subpixel triangles and could easily run on a multitude of hardware with a low-mid range graphic card. Probably in the final game ill make a setting to disable it for far low-end users.
Map Names and Literacy - Unreal Engine Grand Strategy
zhlédnutí 1,7KPřed 3 měsíci
Haven't had allot of time to work on this project but still managed to implement a couple of features. Most importantly being map country names which were surprisingly difficult to do. I did this by creating a convex hull from bordering provinces of a country and then finding the two furthest provinces and the average province vector location. Creating a spline with these points and placing tex...
Balkans Cultural Map - Unreal Engine Grand Strategy
zhlédnutí 1,1KPřed 4 měsíci
Over the past couple of days, I've started and finished the pops for the Balkan region and other parts of the Austrian Empire as well as Romani and Jewish Diaspora across the map. It was reasonably straight forward for regions inside Austria as there was an abundance of various censuses and estimate's available. However, for the regions in the Ottoman Empire it was pretty much impossible to fin...
Events & Decisions - Unreal Grand Strategy
zhlédnutí 2,4KPřed 4 měsíci
Over the past couple of days, I've implemented almost completely the decision and event system. They work similarly to the way paradox interactive handles theirs but by leveraging unreal engines scripting to graphically program conditions and debug, they are orders of magnitude easier to create. Subscribe if you want to see more (: Temp UI art: Yuliya Pauliukevich
Unreal Grand Strategy - Decisions and Async Replication
zhlédnutí 454Před 4 měsíci
I'm back after a while of not working on this project. I got stumped a while back on how I should properly implement Decisions and Events like in Paradox games. I decided to create a class of objects which would be spawned on all clients, but not replicate. With each object having a "Key" which would be transferred to and from the client and server. To avoid replication issues. The objects cont...
AI Pathing in An Unreal Engine Map Game!!! Using A*
zhlédnutí 829Před 7 měsíci
I've finished off the pathing calculation that utilizes the A* algorithm with a Euclidian heuristic. It works incredibly well and takes about 0.1ms to path 1 unit at the longest distance I could find. I also made a tool which bakes adjacency info which after heavy optimizing takes about 20 mins to compute all adjacencies. I use this data to calculate the pathing.
The German Confederation And Tags!!! Unreal Engine Grand Strategy
zhlédnutí 832Před 7 měsíci
Over the past couple of days, I've implemented a few systems. Firstly, I've expanded the map by adding the German confederation and Nordic countries. Including culture and religion data. Every single country in the federation is modelled here (according to Wikipedia). I also implemented a tag system which has an object which runs ticks to calculate things in the future such as AI actions, pop g...
Western Europe Grand Strategy Map in Unreal Engine, And Smooth Borders.
zhlédnutí 1,4KPřed 7 měsíci
Over the past couple of days, I've done quite a lot on Blood and Iron. I've created Map Modes for Political, Cultural and Religious Map Modes. Creating a UI to change them as well as visualize province statistics. Also creating a Cool waving flag animation. I also implemented a border system with HQX smoothed lines, allowing for smooth-ish borders at a fraction of the render cost of Paradox Gam...
Culture And Map Rendering Improvements
zhlédnutí 1,7KPřed 7 měsíci
Working on a little side project called Blood and Iron, which will replicate some stuff, particularly map rendering from paradox games, in unreal engine. I used a custom Parallax Shading Method slightly different from the default unreal one for improved shadows and performance at higher resolutions. This allows for a realistic looking map with shadows and 3D like surface. However, I will need t...
How To Add A Character - True FPS Tutorial
zhlédnutí 682Před 2 lety
How To Add A Character - True FPS Tutorial
Creating The Project - True FPS Tutorial
zhlédnutí 394Před 2 lety
Creating The Project - True FPS Tutorial
Please add a shit ton of provinces. I hate that in an alt-history game, only Europe has resources and provinces to have fun wars. Africa, South America, India, etc should have a shit ton of provinces to represent the massive size and potential for discovery of industrial resources. What is more alt-hist than an non-European continent industrializing fast and early?
At the moment the province density is much more uniform than paradox games. The density is on par with eu4. However, pops exist on the province level so more provinces->more pops->more lag.
Will you name some countries based on their dynasty like Persia/Iran? If yes, do you decide yourself which countries are named after their dynasty, will you use a reference and/or will you implement some dynamic system?
The system for dynasty's are going to be almost entirely predetermined through events and decisions. Countries named after there dynastys will mainly be non-westernised countries so say if the Qajar Empire westernises it becomes Persia
Very interesting! Love the introduction of age brackets!
I hope you have a bullet proof west. Mapping out cultures in the Balkans is always a ... bold move.
Looks very good! To be fair, as long as you not claim to know of a big colony of Mars aliens in Singapore you could tell me a lot. Aborigines and a few British colonies in Australia? Sure. Muslims, Dutch colonies and a lot of princely states in Indonesia? Yes. Burma, Siam and Dai Viet in Indochina? Seems legit. I was just surprised about the large numbers of Catholics there. Probably the result of successful missionaries. I really liked how you made the subjects. Different types and tiers are to be expected. But how they inherit their overlords color and even name under certain circumstances is so cool!
I know it’s a little early to ask probably but how will the flags of a country work? Will they be limited to 4 per country like Victoria 2 or completely dynamic like HoI4.
There will be custom flags for each government type similar to hoi4 but there will be dynamically created flags for colonial/subject nations. (e,g the union jack in the corner being replaced with a russian flag of russia takes australia)
@@stupidonesgames5923 So fully dynamic or locked into 4 per country? HoI4 has the four government base but then any number of flags can be assigned by just having the country flagged in the code as having a new flag. Keep up the amazing work btw.
They'll be one flag per ideology in the variables. But a flag for a specific ideology/government type can be overriden. e.g bourbon fance is the default monarchy flag->nepoleon III coups->new flag for monarchy is set from the event.
@@stupidonesgames5923 Sounds good, eagerly looking forward to more videos.
hey i am also interested in global strategy develompmet i have huge game concept, also have enough "node js" knowlege to form game-engine logic but have no idea how to deal with UE, graphics, etc xD whoud you like to speak with me a little and, if our ways to create similar, mabe, form an alliance?
samc0452 is my discord
@@stupidonesgames5923 sent req i am vivax97_18951
Here when 9,2k views and 1,42k subs
Out of curiosity - what resolution are your height maps? I've tried to get back into my project with UE5 (was previously using UE4) and am experiencing pretty blocky pixellated shadows using a nanite material even with high-res heightmaps. Wonder if you faced similar issues.
Im using a 32*16k single virtual texture. Took ages to import pretty sure unreal cant do over 32k. Make sure to use nanite tesselation it runs alot faster then having a nanite mesh for some reason. Virtual shadow maps in general have pretty blocky shadows but I havent seen any to a noticable point in my project (maybe cause its on a sphere or cause of the res of the heightmap)
@@stupidonesgames5923 Haha, that'd explain it at least a little bit - mine isn't even 8k. I'm using nanite tesselation on a few plane meshes to render the map. I haven't looked into virtual textures yet - perhaps that'd be worth it at a certain texture size, but in my experience with games like this it's the CPU that's the hold-up in 99% of cases, not the GPU, so I'm pretty lazy with optimisation! Using the same technique as you do with canvas render targets to edit the gameplay map on the fly (although mine is a hex-based map when it comes to gameplay, which means I have a lot smaller textures to worry about since you can use math get the shader to work out which hex a given pixel belongs to). Anyway - love the project and love even more that you're posting about it (and that you're even a fellow Aussie!). Great stuff!
Can you do some amazigh stuff pls
At some point they'll def be a path for amazing Libia or Morocco and probably a French aligned state for the Algerian desert (think Nepoleon III had that idea). At the moment the Amazigh are split between Tuareg barber and Mauritanian but I'm debating merging them cause Tuaregs and Mauritanian are like 1/10th the population size of Berbers.
@@stupidonesgames5923 no. Amaizgh are not dplit between tauregs and mauritaunia thats not true i am a atlatsi chlueh amazigh my mother was chlueh and lived aswavi in north algeria not kayble
Yeah Ill probably merge them when I go over africa
Looks great! However, I do think the divergence of British colonial cultures is too early in Oceania. Distinct identities as Australian and New Zealander instead of English/Scottish/Irish in the colonies didn't emerge until WW1. The experience of the ANZACs were considered a founding moment in the cultural/national consciousness of each respective nation, so it really shouldn't happen in game until the early 20th century. I also want to make the case for playable tribes - many of these were organised polities, often just delegitimised in order to justify colonial expansion. In the case of New Zealand especially, it was one of rapid societal upheaval, wars of expansion, proliferation of new technologies, complex diplomacy, and contending with the foreign powers arriving on the shores. A game without those tribal polities represented makes for a poorer gameplay experience overall, for both the colonial tag and the tribes.
I forgot to mention in the video that in a cultural group (e.g. British) each subculture has a variable called cohesion which will change over time depending on assimilation of migrants, events etc. In terms of tribal nations every nation was different, and the Maori's were perhaps more centralised than other places which was relatively recent when the Europeans sold them guns. I'll probably add a couple tribal nations but its not a huge priority. They'll be plenty of events though for skirmishes between natives and settelers.
Are you going to keep the game mod friendly & also will you keep the game dynamic so you can give large game changing mechanics even if it doesn’t fit with the original framework of the game? I think that’s the issue we had with vic3 and eu4, the game is that static that once the game is finished they can’t change any mechanic to fit better gameplay.
The game will be pretty moddable cause the plan is to release an engine version with a (hashed for ip reasons) version of the game as a enigne plugin. So everything can be rewritten in engine for ease of use.
I know Melbourne wasn't technically colonised until 1835 by Batman but I do feel like for gamplay purposes it's probably a good thing for it to be colonised with maybe a simple modifier added to prevent much growth of Australian/British demographics. You could also argue this for Adelaide but that is less important as South Australia never really became as important as Victoria. Regardless good stuff, look forward to playing it and good to see Australians getting involved in the game devolopment market (based upon your accent I'd guess you're from Sydney or Melbourne).
Thanks! Im gonna stick to the current setup but they'll be events to do with the establishment of Vic and Sa. I'll have to code in in a way that provides a substantial benefit to splitting the colonies (like a migration buff) cause you could imagine a NSW or UK player never partitioning the colonies.
@@stupidonesgames5923 Thats good, because otherwise there's no actual reason to split them up, that way it will provide an incentaive until you want to centralise and form Australia as a state.
Good work, but one question. Why is the map so dark?
The maps not final, but yeah particularly the water is very very dark.
Is russia owning northern Siberia accurate? I heard those parts weren't mapped until the time of the USSR and they were only claimed by russia
Supposedly they had a decently sized seasonal trade bases in the region. But the region was DeFacto unorganized. Might change it in the future tho (:
I’m very hyped for this game, no pressure though.
Hey, Australian here! I think it would be really cool if you represented the 'Australian' (i.e. the anglo settlers differentiated from Britain) as "British Australian" or something similar. The idea of an 'Australian' culture that is distinct is a bit problematic in this era for a couple of reasons: 1. Most anglo settlers considered themselves 'British' well up until the 1950s (my Grandfather died recently, on his passport was 'British' despite being a First Fleet descendant). There was a divergent culture from Britain sure, but most people themselves didn't consider their identity as 'Australian', this is only a few decades after first settlement and I think it is much more accurate to change the name to something that reflects this. 2. 'Australian' is a modern cultural creation and it often includes First Nations peoples in it (rightfully so, they were here first!). Constructing separate indigenous/Australian cultures just doesn't really feel right, when what is probably more accurate is that 'British-Australians' and many indigenous (and other immigrants) eventually, much later, assimilated into a modern construction of the 'Australian' culture (often violently and by force - see the White Australia policy and the stolen generation). I get that there needs to be a system to account for immigrants in the game, and it makes sense to assimilate them into 'Australian', but I don't know, it just seems weird to me as an Australian. Perhaps you have thoughts too?
I'm Aussie to so I gave Australia and NZL a lot of detail and provinces. So, in terms of cultural groups, they'll be a factor called "Cultural cohesion" so at the start the English and Australian cultures will have close to 100% cohesion. With cohesion being reduced when pops of a non-British cultures assimilate to it. In terms of Aboriginals, I split it in two to just have more pop diversity on the continent but Pama-Nyugan and "Australian-Aboriginal" are both just generalizations based of language (I need a better name for non Pama-Nyugan). But also, Australian culture even now is very much British and there isn't really a thing as a non-British-Australian (in terms of culture not race obv, culture in this game mainly being based of language diet aka goods consumed and preferred government type) in the time span of the game or arguably now. And the forced assimilation during White-Australia didn't really work very well (not to mention being evil). Hopefully the cultural cohesion modifier will elevate alot of the problems you've mentioned tho (:
@@stupidonesgames5923 Oh cool! I thought you had the accent, almost sound British yourself! The cohesion is a really cool mechanic and it is really cool to see Papa-Nyugan and Torres Strait islanders there, love it. I see the problem, I think they're referred to socially and academically just as 'non- Pama-Nyugan' which is sort of odd in context but I think you totally could just have them referred to as that.
This is looking really good so far. I belive you'd get a better visual out of it by lowering the saturation and the gamma. Apart from that, it's an amazing job!
what do you think about modding ?
Currently the project exists as an engine plugin which I can turn into a SDK for modding. Everything exists as datatables and all that so its modding capable and all. Also its got visual editors for the map and decisions and events so it'll be alot nicer to dev in compared to text editors like vic2/3 (:
@@stupidonesgames5923 so basically I know next to nothing about game dev. But from your comment, can it be safely assume this is what you meant "you will release this as just an SDK and people might pick this up to make their own game ?"
@@blankmoment2 So they'll definitely be modding. But if other people were to make their own games the SDK would have to be licensed.
PHILIPPINES MENTIONED 🇵🇭
This is a very minor and personal nitpick, but i feel that the globe is almost distractingly small. Regardless this is amazing work, and I wish you the best.
Yeah I'm not happy with the way the globe looks in regard to the background it does make it look odd.
great map graphics and overalls. Can't wait to try this game out in the future, In the future devlogs i hope to see more of the UI menu. also im wondering how complexed you want this game to be? not saying this would be a bad thing, actually the opposite.
The game will be more complex then Vic3 in terms of interacting systems and pop variables (as well as pops existing on a province does not state level). The general idea is that pops and trade mostly handle themselves without player interference. But this would be sub optimal and the player can manually pick pops to produce different things, promote certain jobs e.t.c. This will hopefully produce something with a lot of mechanical complexity but also be easy to learn for different skill levels. As well as not turning into a cookie clicker like vic2/3 in temrs of building stuff (:
Impressive work, the way you've meticulously crafted the demographics and subject integration is nothing short of masterful. The attention to detail and precision is almost... intoxicating. Looking forward to seeing how you handle the RGOs next.
Great, and thanks for your time, Mr. Bateman.
Impressive research on all the states! I have tried modding Imperator Rome (RIP) and have found myself spending a lot of time contimplating how each modifier/value is determined. I would recommend don't try and complete all the logic from the start. Keep stuff simple where you can as once you start playing it, I'm sure you will have new ideas. Thats my 5c. Amazing job so far though
I'm trying to do that already but it's hard not having all the modifiers and variables set because you never know if your model works or not. Glad you like it (:
will we have a modern world?
Currently I plan to only have a 1830 start date at release and subsequent 1860 and 1910 stat dates. Alot of the economic mode and math's for doing the simulation still applies to the modern world so it wouldn't be too hard once I get the ball rolling (: (so maybe)
Nice seeing everything develop, can't wait to see all the progress over time
Everything looks great but what about considering more blueish colour for the water. It looks a bit too dark. Overall, tuned in and excited a lot.
Looks great! I did spot a typo: 1:36 in the subject types screen it says ‘princley state’ instead of princely state.
Opps, fixed now luckily it was just the localization text not the ID text (:
Amazing map hope the functions and systems won’t be simplified because games like this are great when they are complex
Great stuff!
Amazing progress
Do you think it would be better to add more ticks to the day like how EU5 will be?
The ticks will probably stay daily and monthly cause it doenst make that much of a difference in terms of simualtion, but combat will be updated hourly
Add Embargo for either certain products in trade for nations or Market preferences. The British for example would have avoided trading in textiles in China since it had a supply from India, so if China westernised and had a huge focus on textiles and would flood the markets then just add an embargo on that specific product.
This looks amazing... I'd love to play a demo of the game at some point!
Really cool project and thanks for sharing your knowledge!
Are you working on this yourself?
Yes
This is honestly mind-blowing. It is possible for the name of the overlord to sprawl over the map space of their subject? Like in Victoria 2.
Currently implementing subjects so that's done on my end (: made it so that different subjects have different ways of displaying a name, e.g heavily influenced or collaboration governments wont share a name but colonies will
My friend, I want to change the sound of walking on grass and iron
I think its somewhere in the anim BP
@@stupidonesgames5923 Ok I will look for it thank you
how do you draw the province line?
The provinces are made in using a custom tool (some info in devlog 01) were it generates unique colors to paint the provinces. I overlay a image of modern borders by a reference and recently made a flood fill paint tool to help me. Province lines are drawn by comparing the pixles adjacent to eachother in shaders (theres a couple about an outline effect) which are then smoothed via HQX which is an anti aliasing method I build into the shader
@@stupidonesgames5923 thanks,Is the color like “fixed4 c1 = tex2D(_MainTex, i.uv + float2(edgeLineW, 0)); fixed4 c2 = tex2D(_MainTex, i.uv - float2(edgeLineW, 0)); fixed4 c3 = tex2D(_MainTex, i.uv + float2(0, edgeLineH)); fixed4 c4 = tex2D(_MainTex, i.uv - float2(0, edgeLineH)); ”?
@@stupidonesgames5923 thanks, by the way, Is the shader color like this "fixed4 c1 = tex2D(_MainTex, i.uv + float2(edgeLineW, 0)); // fixed4 c2 = tex2D(_MainTex, i.uv - float2(edgeLineW, 0)); // fixed4 c3 = tex2D(_MainTex, i.uv + float2(0, edgeLineH)); // fixed4 c4 = tex2D(_MainTex, i.uv - float2(0, edgeLineH)); // " ?
@@stupidonesgames5923 thanks, I try to use HQX but it cant worked in unity, Im a new unity programer。。
all my comment are deleted😂
how to create the Borders data?
Ill respond to your other comment (:
This is great, same brickwall, nothing out there for grand strategy, you should consider selling your tools as a toolkit on the UE marketplace
I'll probably make the map free or sell it as an asset at some point latter on in development (:
My friend, how do I control where to put the scope?
Sockets on the weapon mesh
@@stupidonesgames5923 Hey man can i use this in My game that is with money
Hey man can i use this in my money game @@stupidonesgames5923
@@stupidonesgames5923Business game
The description has specific ingo related to that but yes
Nice work I love vic3, and this game seems interesting
Truly the golden year of indie GSG
Sinai is considered Africa, Asia follows modern borders instead of the Ural River, and Europe includes the modern Caucasian countries instead of the Caucasus watershed line!
The other two I can accept, but Sinai is really weird.
The borders for continents isn't really meant to be a geographic thing because I got states->regions->continents so Sinai is part of the Egyptian region which is in the African continent. The whole continent region system is mainly for ai and optimization so dont look to much into it (:
I wonder what the linked comments were
Why (Sorry, this item is not available in your location.)
Check the description there should be another link
Thank you@@stupidonesgames5923
I'm definitely interested in the game. Out of curiosity, would you be willing to give me a list of the sources that you used for the borders - and indeed; for the merged states and such - for everything mapped out so far?
Alot of the sources I used were various books from my uni's library as well as other maps I don't entirely remember their names but usually they quote various British military estimates which I actually can't find rn a link to (think the earliest was 1865 and I had to decrease population by a couple percent). Wikipedia unironically has some of the best maps of British India because they actually break it down region by region en.wikipedia.org/wiki/Gujarat#/media/File:Baroda-gujarat.png , then they also have maps defining borders inside the agency's which is crazy. I take their religious maps with a grain of salt though. I also use this map www.deviantart.com/venezuelan-1-reich/art/Map-of-the-world-in-June-1830-remake-860270863 although it doesnt have any sources to give a general idea of countries and autonomys before I research into stuff further. Hope this helps (:
@@stupidonesgames5923 Thank you very much!
Huge eu4 fan but am looking for something new. This right here has me hyped. :) Thanks for all your work. The historian in me is very excited and the world looks gorgeous.
How about getting some volunteers to moderate the discord? I doubt you will find problems in that regard