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Stellaris Dev Diary #28 - The Project Lead speaks

Good news everyone!

Today’s Dev Diary will be about whatever I want it to be about! When I thought about what I would write in this dev diary I had a really hard time deciding what I should write. Most people told me that I should write about who I am and what I do, but I thought that felt a little self-absorbed. But anyway, let’s begin with being self-absorbed...

My name is Rikard Åslund and I have worked at PDS since 2011. Initially I worked as a programmer and then senior programmer, but these days my main focus is being the project lead for Stellaris. I have worked on a bunch of different projects during my years here but I spent most of them working on EU4. After EU4 I moved to Stellaris to work as a senior programmer, but I took over as project lead after some time.

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As a project lead my main responsibility is to handle the execution of the project and making sure that we do that within set budget and time frames. Since I’m also the most senior programmer on the team I have also worked as a programmer lead (tech lead). These days I’m trying to step back from programming because I simply don’t have the time. This is something I feel confident doing since my team is so highly skilled, but it’s also hurtful since I love programming so much. Because of that I still try to write a couple of lines of code everyday, to keep my mind sane between all the different budget and time follow-up meetings.

When I think about Stellaris I feel three different strong loves; the team, the game and the players. I have the privilege to spend each day surrounded by highly skilled and passionate people, they are the makers of the game and the ones that should receive all credit. I feel so extremely proud of what the team has achieved, we have managed to create a such a good game in a setting we have never worked in before.

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This game is in my personal opinion the best game PDS has ever created. First of all let me say that I love our other historical grand strategy games, no other games let you relive and feel history at such a grand scale. With that said I however have to say that sci-fi games have always had a certain attraction to me that few other games ever had. I love the feeling of dreaming myself away to an alien world and the feeling of exploring something new. Stellaris gives me exactly that possibility, I get to dream myself away.

Now when the release is incoming you always feel as a developer that you would like to have some more time. This feeling is completely normal and if someone ever tells you that they are completely done and have nothing more to add, you should probably not buy that game because it will suck. With Stellaris I know in my heart that we have a really good product in our hands, I think the game would be really well received even if we released it tomorrow (no we won’t), but we are in no way done with this game. We have plans for working with this game for a really long time and I’m really looking forward to see how this game gets shaped by our players. I usually say that we probably don’t know exactly what Stellaris is until a year after release, I’m really looking forward to be along for that ride with you guys.

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Next week we will talk about Pop Factions and Elections, don't miss it!

Fun fact: Stellaris was originally planned to have a locked camera like our other games, so that it felt more like a 2D map. The rotatable camera was implemented as a test because we had a hunch it might work better and it turned out so good that we kept it. Meaning that in Stellaris, in comparison to our other games, you can always rotate the camera by holding the right mouse button.
 
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You can make mathematical inferences as to what they'd look like. They'd look like entirely black Spheres that distort light around their horizon. It "draining" down doesn't really fit the bill as it were.

what is represented in the game is "space gas" in the gravity distortion....what you would physically see concerning a black hole is entirely dependent on what is around a black hole not the black hole itself.....
 
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A pulsar of some kind. I wonder if it will have a radiation effect of any kind on nearby planets.


But what formed such a wormhole is my question. It could be coincidence that it is on an orbital line but really? Something used to be there, something tore a hole in space.

And the mind reels at the potential science one might gain from starting orbiting a black hole.
 
what is represented in the game is "space gas" in the gravity distortion....what you would physically see concerning a black hole is entirely dependent on what is around a black hole not the black hole itself.....

Black holes are not transparent. They can sometimes be very small in size due to their density, but are still visible due to their event horizon.

I couldn't really care less what they're represented as ingame, but black holes are still things that exist.
 
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Good stuff. I appreciate the fact you will keep working on the game for a long time. Plenty of Arumba wish lists incoming, i'm sure :)

While many people complain about so many DLCs for CK2 and EU4, I believe they add decent content at a reasonable development pace, thus being good value for their cost. And I understand you can only put so much content in the vanilla version, before you lose control and feature creep becomes an issue. Launching a solid base game and developing on top of your experience and player feedback is something I would like to see more often in PC gaming.
 
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DLC also pay for free content and patches. And you can still have a great game without them.
 
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What is the difference between game director and project lead? How do you and Henrik interact?

A basic explanation might be that game directors have the vision and high level design task, other designers fill out the details and numbers, and the project lead breaks down this design into concrete tasks other programmers, artists, and content designers can work on. The project lead also follows up on these tasks making sure everyone has the resources and help they need to do their job, does various admin tasks, and sometimes tells the designers their ideas are not practical in the allowed time/budget/sanity levels available.

(As I like to do in threads were Doomdark is being talked about: I am NOT Doomdark)
 
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all you see are the effects of a black hole...not the black hole itself.....

Were you in a system you would 'see' the black hole or rather a sun sized black spot you cant see through with its accretion disk slowly but violently drawn in.
 
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Rikard... that name is like a cross between Riker and Picard.

Initially I worked as a programmer and then senior programmer, but these days my main focus is being the project lead for Stellaris.

[...]

This game is in my personal opinion the best game PDS has ever created.
Well said, no need for false modesty.
 
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Rikard, it looks like you've delivered a fantastic project here and done extremely well. You and the rest of the team should be very proud of yourselves. I look forward to playing this.

Please ignore the sound of my heart breaking at the sight of that black hole.

I suppose it could be argued that the visual is a representation of the effect on the fabric of space but I don't disagree with you there, would have liked to have seen a black hole in this game.
 
Just what do you think vision is, anyway? :p When you "see" a red car, all you're actually seeing is the effects it has on the light that enters your eyes, not the car itself. Black holes are no different.

The car is not distorting spacetime enough for light to not escape it......light is not bouncing off the blackhole for you to see it.....just the effects of the light that did not get sucked into its gravitywell.....difference
 
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The car is not distorting spacetime enough for light to not escape it......light is not bouncing off the blackhole for you to see it.....just the effects of the light that did not get sucked into its gravitywell.....difference

Would you like me to tell you about optics? Because I can, but the rest of the thread might get bored by it.
 
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Black holes are not transparent. They can sometimes be very small in size due to their density, but are still visible due to their event horizon.

I couldn't really care less what they're represented as ingame, but black holes are still things that exist.

that is the point....people seem to be flustered on how they are depicted....no one said they are transparent.......black holes are not visible. You cannot see an event horizon. Just the material that is affected around it at the event horizon and is ejected just outside the even horizon.
 
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The car is not distorting spacetime enough for light to not escape it......light is not bouncing off the blackhole for you to see it.....just the effects of the light that did not get sucked into its gravitywell.....difference

This is like arguing that people can't see shadows. Ofcourse we can 'see' them, even if they don't give off light.

Anyhow, on topic: I'm glad that the Project Lead is confident in this game, as honestly it looks like one of the best PDS games I've ever seen. I've never been more hyped for something in my entire life, arghhh
 
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" These days I’m trying to step back from programming because I simply don’t have the time. This is something I feel confident doing since my team is so highly skilled, but it’s also hurtful since I love programming so much."

Ohh god can you please change places with my boss. Like right now. Please XD