Distant Worlds 2 - Dev Diary #6

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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Webbco
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RE: Distant Worlds 2 - Dev Diary #6

Post by Webbco »

Might we get the next diary entry in time for Chriarmas?

I'm not being impatient, just super excited

Edit: just realised I've unintentionally bumped this thread 3 times!
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RE: Distant Worlds 2 - Dev Diary #6

Post by zgrssd »

ORIGINAL: Webbco

Edit: just realised I've unintentionally bumped this thread 3 times!
I think this old saying applies:
"If you were not doing it, I would."
DW2 Poll:
"Should the Civil and non-Combat Ships loose all or most of their weapon slots?"
https://www.matrixgames.com/forums/view ... 1&t=382690
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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

Ok, how about some requests for the topic for future Dev Diaries?
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RE: Distant Worlds 2 - Dev Diary #6

Post by Galaxy227 »

For me personally, I'd love to see map modes expanded on. How the galaxy map has improved, how maps work seamlessly with the "playing galaxy" now, and ultimately what information is shown through the medium of map modes as a whole. Another topic would be diplomacy, giving a breakdown on the various treaties available. Lastly, maybe a simple overview of the lore of Distant Worlds, where we're introduced to the seven playable races, their roles in the galaxy, and the overarching theme of the narrative.

Edit: changooman's reply below reminded me about planetary invasions. I'd love to see them shown off in-depth as well, considering new units & mechanics have been added.
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RE: Distant Worlds 2 - Dev Diary #6

Post by changooman »

ORIGINAL: Erik Rutins

Ok, how about some requests for the topic for future Dev Diaries?

Would love to see a dev diary on planetary invasions. Thank you for making this amazing game also and looking forward to playing it!
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RE: Distant Worlds 2 - Dev Diary #6

Post by beyondwudge »

To be honest, I'd really love a developer diary outlining how a normal game might progress. I can see there has been a lot of good work done already. What I'd like is to get some idea of how all of these changes hang together in a playthrough. I'd especially like it given as a compare and contrast with how DWU might play under a similar set of initial conditions.

However, that is a bit different from the kind of topics you've been answering so far, so I understand if I just have to wait until release.
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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

The next official dev diary will be in January, but I'm going to post something special up for you all here over the holidays.
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RE: Distant Worlds 2 - Dev Diary #6

Post by PlacidDragon »

Much appreciated Erik, thank you :)
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RE: Distant Worlds 2 - Dev Diary #6

Post by Webbco »

ORIGINAL: Erik Rutins

The next official dev diary will be in January, but I'm going to post something special up for you all here over the holidays.
Any news on the special holiday announcement?
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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

ORIGINAL: Webbco

ORIGINAL: Erik Rutins

The next official dev diary will be in January, but I'm going to post something special up for you all here over the holidays.
Any news on the special holiday announcement?

Planning to post something for you all later today. [:)]

Regards,

- Erik
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RE: Distant Worlds 2 - Dev Diary #6

Post by zakblood »

good news can't wait
Windows 11 Pro 64-bit (10.0, Build 22000) (22000.co_release.210604-1628)
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RE: Distant Worlds 2 - Dev Diary #6

Post by zgrssd »

ORIGINAL: zakblood

good news can't wait
As long as it hopefully comes this year [:D]
DW2 Poll:
"Should the Civil and non-Combat Ships loose all or most of their weapon slots?"
https://www.matrixgames.com/forums/view ... 1&t=382690
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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

ORIGINAL: Galaxy227
For me personally, I'd love to see map modes expanded on. How the galaxy map has improved, how maps work seamlessly with the "playing galaxy" now, and ultimately what information is shown through the medium of map modes as a whole. Another topic would be diplomacy, giving a breakdown on the various treaties available.

Well, as you replied first, you win the prize. [8D] I can't give you all that you requested and more will be revealed in all the requested areas in future dev diaries, but here are some new screenshots along with some additional information below.

Thank you all for your interest in Distant Worlds 2 and have a Happy New Year!

Regards,

- Erik
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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

One of our goals in DW2 was to visualize more information when we could and to connect the map and the data more closely, so to speak.

First, a map mode you will likely always have on to some degree is the ship vector map mode. As you can see in the bottom right, you can choose which types of ships will be shown. If you show all, it can get quite busy. The vectors are animated and "flow" in the direction of the ship's travel. I usually have it set to "State Only" to show me what my state-controlled ships are doing and use the other options when needed.



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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

Another mode you will often keep on is the Location Badge map mode, which adds informational badges to key systems to help you see at a glance the most important details about those systems. There's a basic option that keeps them a bit smaller and a detailed option for maximum information.

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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

The Resource Flow Map Mode shows you, when resources are travelling between systems, where they are coming from and where they are going overall. This along with the Resources menu can quickly let you know the key resource locations and vulnerabilities of your economy. Typically this is used to see the flow for a particular key resource as many resources are common enough that there is a lot of flow from multiple locations, at least in times of peace and prosperity.

As with the ship vectors, these red lines are animated and flow to show the source and the main destination. The thickness of the line shows the quantity of the flow.

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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

Similar to the Resource Flow, you now also have a Migration Flow Map Mode, which can be set by species and otherwise works just like the Resource Flow.

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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

And along with Resources and Migration, you can also see how your Tourism flows into and out of your empire. In this case, I also opened the resort base menu so that we can see the locations of the existing resort bases highlighted. We can see that our best resort base is the main draw at present.

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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

The exploration map mode lets you see at a glance which systems are fully explored and which need more exploration, as the tooltip on the bottom right helps explain.


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RE: Distant Worlds 2 - Dev Diary #6

Post by Erik Rutins »

The Long Range Scanner Map Mode shows you the range and power of your long range scanners. The more bright/opaque the higher the power, which matters for detection capabilities in DW2. You will also see a faint border circle that marks the absolute farthest extent of any sensor power for clarity.

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