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CK3 Dev Diary 43 - A Ruler of Your Own

Hello everyone and welcome to the 43rd CK3 Dev Diary!

I’m Matthew, one of the Programmers on the CK3 team, and today I am going to talk to you about my little baby from over the past while: the much anticipated Ruler Designer!

As promised during our lead up to release, the Ruler Designer will be a free feature so everyone can dive into creating their own wonderful (or monstrous) custom character!

To create a custom character you must select the play/customize any ruler option in the frontend and then pick the realm you want to replace the ruler of.
1_RD_FrontendEnter.PNG

[picture of front end play or create ruler button]
2_rd_createinlobby-png.651290

[picture of customize ruler button location]

So without further ado, here is what you’ll be greeted with when you open up the Ruler Designer:
3_RD_MainView.PNG

[picture of the ruler designer when you open it]

I’ll go through it step by step as to how you can set up your custom ruler. The left hand side deals with your base choices: first of all on the top left side we’ve got being able to pick your sex and sexual orientation from the options that appear in game.
4_RD_TopLeft.PNG

[picture of top left base info section]

From there you can pick a culture and a faith, they default to those of the character you are replacing but you can open up a collapsible list of the culture groups and religions which contain their related cultures and faiths.
5_RD_FaithList.PNG

[picture of the faith selection list and tooltip]

In the lower left side you can enter your first name and dynasty name, or randomise it based on your culture or, if religious names exist, your faith. You can also randomise your dynasty and realm coat of arms.
6_RD_BottomLeft.PNG

[picture of lower left with entered text and randomised coat of arms]

To ensure we could release the ruler designer in a timely fashion and offer a deep visual cosmetic system for your characters we took the decision to not spend time on a custom coat of arms designer.
I know this will be a disappointment to some of you, it is to us as well, but we wanted to prioritise giving you all a functional and fun Ruler Designer for the core aspects first.
We currently support randomising the coat of arms instead, the randomisation rules obey our normal coat of arms generation rules so it will be filled with emblems and designs fitting of your faith, culture, and title.

For the CK3 Ruler Designer we decided to move away from the restrictions imposed by the CK2 design as we felt it highly limited your ability to make that custom character that you wanted and wanted a free and open approach. This was something the community also felt as various “Ruler Designer Unlocked” mods for CK2 were consistently popular downloads.
To that end, the points themselves are not a hard limit to your customization and you can exceed them as you wish, but doing so will disallow getting achievements if you would otherwise be able to. But as long as you stay under, and obey the other requirements to get achievements, then you can play with your custom character in achievement runs.
7_RD_TopRight_Breakdown.PNG

[picture of point and breakdown]

Next you can choose your age and character weight, these not only affect the visuals of your character but also have mechanical impacts on the traits you can choose and the health of your character.
8_RD_Old_Fat.PNG

[picture of age and weight slider effects]

Of course we then move onto the ever important traits selection. Clicking on one of the trait slots opens up a menu showing the various traits in that category such as education or personality traits. Every trait has an associated cost in points, though again there is no hard limit on what you can pick except for mechanical limitations like no childhood traits on adults or picking two traits that are opposites of each other.
9_RD_TraitList.PNG

[picture of trait picker with various traits selected]

You can also modify your character’s base stats if you want that little extra boost in intrigue without wanting to compromise the personality you have built for your character. Increasing your prowess will also increase your physical muscle mass so you can show off your gym gains.

And finally in the bottom right we have the family section which lets you decide whether your created character should start married or with some children. If you do then your children will look like you, and your spouse if they exist, just like they would in normal gameplay.
10_RD_BottomRight.PNG

[bottom section family picture]

Speaking of which, no custom character creator would be complete without the ability to customise the appearance of your new ruler!

When you click the change appearance button you are first presented with the ethnicity selection screen. Picking an ethnicity here will randomise within the predefined guidelines of that ethnicity, it doesn’t limit any further customization it just provides the basis.
11_RD_EthnicitySelect.PNG

[ethnicity select screen]

Customizing further gets you into the real meat of the portrait creation process, we’ve got over 90 individual genes spread over 7 anatomical groupings to customize your portrait. Ranging from height and skin colour, to your lip definition and profile, the nose tip detail, and the depth of the eye corner. So safe to say a lot of options to choose from when customizing your character!
12_RD_PortraitDetail.PNG

[detail customization screen body section]

13_RD_Detail_Face.PNG

[detail customization screen facial structure section]

The various sliders allow for customising the “strength” of the gene, which ranges from meaning size to intensity depending on the gene. Some of these options come with specific templates as well, they do a modification in a more binary sense such as changing from having a straight nose profile or a hawked one.
14_RD_Nose_Straight.PNG

15_RD_Nose_Hook.PNG

[straight nose vs hawk nose]

One can also pick from a variety of hair, and beard if male, stylings as well. You can of course also pick your hair colour. Though we do have a limited palette as I was sad to find I couldn’t make my self-insert character quite as ginger as I am in real life, though to be fair nothing is quite that orange.
16_RD_HairStyles.PNG

[hair styles]

I think the easiest way to demonstrate it however is a clip of me creating doing a few edits to a character to demonstrate some of the types of changes you can do, you can morph the face to look very different from your randomised baseline if you want to but for this video I kept it to just a few edits.
[video of editing a character portrait]

You can also copy and paste character DNA so you can share it with your friends and the community if you make a particularly awesome, or absolutely cursed, looking character. As a fun tidibt this works even if you change the sex of your character.
18_RD_CopyPasteDna.PNG

[copy and paste dna buttons]

And once you are finally done with making your new ruler you hit Finalize and away we go! Into the game with our new custom ruler!
19_RD_FinalizeCharacter.PNG

20_RD_CharacterInGame.PNG

[picture of in game ruler made in the designer]

All of this is usable in multiplayer as well of course, so you and your friends can create custom rulers in multiplayer games together.

As I said at the beginning of this dev diary, the Ruler Designer will be a free feature in the upcoming 1.2 patch. We are not ready to give an exact release date at this time but the aim is for it to be out before the end of the year.

I hope this has got you excited for creating your own ruler!

Making the Sausage Feature
I thought it would be fun to detail a little bit the process I went through of making a full feature from scratch, to show the various things that go into it from our perspective because making games is an otherwise weirdly secretive process these days compared to the creation of other media like movies, television, or music.

To start off a lot of estimations and scoping of the feature were done by the team, very important work but also not particularly interesting screenshot wise so I’m gonna skip over it and get to when I started doing the implementation. Needless to say all of the images are of older versions with my beautiful placeholder art, thankfully our artists came in and prettied it all up in the current version!

First of all I just wanted a window that showed you some character and when you clicked a button it made that character, to start with everything being random like traits, name and portrait was fine.
1_Making_RD.png

[image of the initial portrait and button]

Once I had that going I could then start exposing more things to the interface to be modified, I did the left side of the screen first as it makes up the section that doesn’t cost points to change like name and culture selection.
2_Making_RD.png

[image of wip left side of screen]

From there I set up the layout of the right side of the screen, though I left that to fill out later as part of another task as I wanted to spend time getting the portrait customization working.
3_Making_RD.png

[image of wip right side of screen]

Adding in all the portrait editing was where a good chunk of time was spent, compared to CK2 our portraits were a lot more complex so just having a few options per category would not work, instead we wanted full sliders for controlling the exact intensity of various genes. Some genes were also mirror of each other, like ear size positive and ear size negative, to make sure they were not two separate sliders or buttons I added in logic so combine them into one slider with the midpoint being zero for both and then scaling the intensity from there.
4_Making_RD.png

5_Making_RD.png

[image of initial portrait editing]

This portrait editing led to some bugs to fix such as some vaguely skeleton looking characters missing most of their face from being rendered.
6_Making_RD.png

[image of horror show clipping face]

After getting all the portrait options setup and working it was then onto the final stage of being able to customise your age and traits and family generation. Thankfully our code was already set up nicely so every character is generated through the same code path, so changing these base values was already unified so it was mostly a matter of tying the UI into doing this in a neat way.
7_Making_RD.png

[image of right side more finished]

Which led to some fun issues when I used the wrong UI box type and the traits section could grow to be huge if you added to many.
8_Making_RD.png

[image of traits growing instead of overlapping]

The points now actually mattering meant I needed to fix up our achievement settings to check for that and make sure our characters were known if they came from the ruler designer or not.

With our portraits editable and traits pickable it was then time to make sure that picking a trait which changes the portrait would also show up in game, I had to re-work how the traits were handled for this because the base portrait modifier system wants a character and in the ruler designer we don’t actually have a real character we just have a bunch of raw components needed to make one when we finalize.
Adding this in gave me some absolutely cursed portraits when stacking all the visual illness traits, do not open unless you are ok with some gross looking portraits:
9_Making_RD.png
[all sickness trait image]

Finally it was a matter of tidying up some things, fixing a few bugs and adding the last bits of polish to the UI feel. Art had been going through once I had got the core features done and were making the UI look good and remove all my placeholders. After all of that and some QA testing for me to fix those last bugs, so much fun with fixing multiplayer issues, we were all done!

I hope this unveiled a bit about how making a feature happens, it was very high level and I avoided the nitty gritty details of it, but I think it can still be illuminating to see the work and various stages of development that go into making a brand new feature!
 

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It looks fabulous. Thanks for providing such a detailed presentation of your work.
I also really appreciate that you went throught describing the making of this feature.

As others have said, CoA designer would have been nice but a randomizer will be plenty enough for the time being.

I do have a question/request.
From the screenshots, it seems most appearance choices will be done with a slider.
It may be late in the development cycle, but would it be possible to include a numerical value somewhere representing the current value of the slider?

The rationale is a quirk of mine: I have a hard time choosing from continuous intervals.
Instead, I like to build my characters features (appearance, set of traits, starting location) as a succession of choices using my "best of 3" method, which is, (A) generate 3 random choices for every feature (B) pick what my favorite value among these 3 choices.
This method both gives me choices without overwhelming me with choice, and, providing that there is a reasonable amount of features (20 - 100), gives enough leeway so that every play-through feels unique.
 
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It’s looking perfect, but no coat of arms customization is honestly a dealbreaker to me.
It is a free feature so not quite sure what deal you think this is a dealbreaker for...?

You're free to not use the Ruler Designer or update to the 1.2 version when it comes out if that is what you mean.

It's a simple conversation between a project manager and the team members responsible for the new feature.

PM: We want the ruler designer in patch 1.2, which needs to go out by the end of 2020. Ideally it should have a good portrait editor, a reasonably well balanced trait selector, and a good CoA editor.
Team: We can't guarantee getting a good portrait editor, a reasonably well balanced trait selector, and a good CoA editor done in time.
PM: What can you guarantee getting done in time?
Team: A good portrait editor, a reasonably well balanced trait selector, and a button to re-randomize your random CoA if you don't like it.
PM: Not ideal, but better than delaying the ruler designer to a later patch or delaying patch 1.2 into 2021. Make it so.
Pretty much 100% this
 
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People don't use mods as much as you think as I had plenty people people tell me that without DLC CK2 was not worth playing but had those very people gone on the steam workshop or downloaded mods from other places they could of got a lot of the ideas that went into the lot of DLC for free. The restrictions that were applied to the ruler creator in CK2 were good at at making people understand that every human has bad traits as well as good one's. You have bad traits, I have bad traits, everyone has bad traits and it's so unrealistic to only have a person have super good traits.

Then that's up to the player, right?

I'm into the role-play of this game, so I'm personally going to keep my total under 400 and take a bad trait (since those give points) in order to squeeze in a little bit more of the good stuff.

I believe the RPG Champions had "Ads/Disads" that did just this. Sure, you can fly and have super strength, but you've got a weakness to some substance which strips your powers.
 
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Now I know how hard it is to be a game developer. You really can't satisfy everyone. Must be frustrating as hell.
"Hey I made X!"
*Cue the endless string of complaints about feature Y being delayed*

I, for one, am super extra happy that I can make characters now! You're on the right direction! Keep it up hehehe!
 
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I somehow don't think that adding so many values for breasts alone is a good investment of time on the dev team. Especially when the face is the primary focus, size alone is enough to convey anything they'd need in differences between people.

I can see why a size option is useful, as once again differentiates people a bit more. But... shape? You wont see it through clothing really, sure there are nudists but few and far between. Doesn't seem like something worth complaining or talking about.
 
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It seems to only affect size though . No shape or high/interval options...
I somehow don't think that adding so many values for breasts alone is a good investment of time on the dev team. Especially when the face is the primary focus, size alone is enough to convey anything they'd need in differences between people.

I can see why a size option is useful, as once again differentiates people a bit more. But... shape? You wont see it through clothing really, sure there are nudists but few and far between. Doesn't seem like something worth complaining or talking about.
I agree with R'hllor. What we have is more than enough. No need to focus so much on breasts.
 
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Now, this is exciting. I've been waiting on this feature since the game was first released and I'm looking forward to being able to design my ideal ruler rather than using the mod designer, creating one from there and hoping that it results in a ruler I can accept.

I'm curious if the red eyes from albinoism can be separated from the hair bleaching in this - it'd be useful for the vampire mods.
 
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it's great. very good work
Hello everyone and welcome to the 43rd CK3 Dev Diary!

I’m Matthew, one of the Programmers on the CK3 team, and today I am going to talk to you about my little baby from over the past while: the much anticipated Ruler Designer!

As promised during our lead up to release, the Ruler Designer will be a free feature so everyone can dive into creating their own wonderful (or monstrous) custom character!

To create a custom character you must select the play/customize any ruler option in the frontend and then pick the realm you want to replace the ruler of.
View attachment 651286
[picture of front end play or create ruler button]
2_rd_createinlobby-png.651290

[picture of customize ruler button location]

So without further ado, here is what you’ll be greeted with when you open up the Ruler Designer:
View attachment 651296
[picture of the ruler designer when you open it]

I’ll go through it step by step as to how you can set up your custom ruler. The left hand side deals with your base choices: first of all on the top left side we’ve got being able to pick your sex and sexual orientation from the options that appear in game.
View attachment 651297
[picture of top left base info section]

From there you can pick a culture and a faith, they default to those of the character you are replacing but you can open up a collapsible list of the culture groups and religions which contain their related cultures and faiths.
View attachment 651298
[picture of the faith selection list and tooltip]

In the lower left side you can enter your first name and dynasty name, or randomise it based on your culture or, if religious names exist, your faith. You can also randomise your dynasty and realm coat of arms.
View attachment 651299
[picture of lower left with entered text and randomised coat of arms]

To ensure we could release the ruler designer in a timely fashion and offer a deep visual cosmetic system for your characters we took the decision to not spend time on a custom coat of arms designer.
I know this will be a disappointment to some of you, it is to us as well, but we wanted to prioritise giving you all a functional and fun Ruler Designer for the core aspects first.
We currently support randomising the coat of arms instead, the randomisation rules obey our normal coat of arms generation rules so it will be filled with emblems and designs fitting of your faith, culture, and title.

For the CK3 Ruler Designer we decided to move away from the restrictions imposed by the CK2 design as we felt it highly limited your ability to make that custom character that you wanted and wanted a free and open approach. This was something the community also felt as various “Ruler Designer Unlocked” mods for CK2 were consistently popular downloads.
To that end, the points themselves are not a hard limit to your customization and you can exceed them as you wish, but doing so will disallow getting achievements if you would otherwise be able to. But as long as you stay under, and obey the other requirements to get achievements, then you can play with your custom character in achievement runs.
View attachment 651300
[picture of point and breakdown]

Next you can choose your age and character weight, these not only affect the visuals of your character but also have mechanical impacts on the traits you can choose and the health of your character.
View attachment 651301
[picture of age and weight slider effects]

Of course we then move onto the ever important traits selection. Clicking on one of the trait slots opens up a menu showing the various traits in that category such as education or personality traits. Every trait has an associated cost in points, though again there is no hard limit on what you can pick except for mechanical limitations like no childhood traits on adults or picking two traits that are opposites of each other.
View attachment 651302
[picture of trait picker with various traits selected]

You can also modify your character’s base stats if you want that little extra boost in intrigue without wanting to compromise the personality you have built for your character. Increasing your prowess will also increase your physical muscle mass so you can show off your gym gains.

And finally in the bottom right we have the family section which lets you decide whether your created character should start married or with some children. If you do then your children will look like you, and your spouse if they exist, just like they would in normal gameplay.
View attachment 651303
[bottom section family picture]

Speaking of which, no custom character creator would be complete without the ability to customise the appearance of your new ruler!

When you click the change appearance button you are first presented with the ethnicity selection screen. Picking an ethnicity here will randomise within the predefined guidelines of that ethnicity, it doesn’t limit any further customization it just provides the basis.
View attachment 651304
[ethnicity select screen]

Customizing further gets you into the real meat of the portrait creation process, we’ve got over 90 individual genes spread over 7 anatomical groupings to customize your portrait. Ranging from height and skin colour, to your lip definition and profile, the nose tip detail, and the depth of the eye corner. So safe to say a lot of options to choose from when customizing your character!
View attachment 651305
[detail customization screen body section]

View attachment 651306
[detail customization screen facial structure section]

The various sliders allow for customising the “strength” of the gene, which ranges from meaning size to intensity depending on the gene. Some of these options come with specific templates as well, they do a modification in a more binary sense such as changing from having a straight nose profile or a hawked one.
View attachment 651307
View attachment 651308
[straight nose vs hawk nose]

One can also pick from a variety of hair, and beard if male, stylings as well. You can of course also pick your hair colour. Though we do have a limited palette as I was sad to find I couldn’t make my self-insert character quite as ginger as I am in real life, though to be fair nothing is quite that orange.
View attachment 651310
[hair styles]

I think the easiest way to demonstrate it however is a clip of me creating doing a few edits to a character to demonstrate some of the types of changes you can do, you can morph the face to look very different from your randomised baseline if you want to but for this video I kept it to just a few edits.
[video of editing a character portrait]

You can also copy and paste character DNA so you can share it with your friends and the community if you make a particularly awesome, or absolutely cursed, looking character. As a fun tidibt this works even if you change the sex of your character.
View attachment 651313
[copy and paste dna buttons]

And once you are finally done with making your new ruler you hit Finalize and away we go! Into the game with our new custom ruler!
View attachment 651314
View attachment 651315
[picture of in game ruler made in the designer]

All of this is usable in multiplayer as well of course, so you and your friends can create custom rulers in multiplayer games together.

As I said at the beginning of this dev diary, the Ruler Designer will be a free feature in the upcoming 1.2 patch. We are not ready to give an exact release date at this time but the aim is for it to be out before the end of the year.

I hope this has got you excited for creating your own ruler!

Making the Sausage Feature
I thought it would be fun to detail a little bit the process I went through of making a full feature from scratch, to show the various things that go into it from our perspective because making games is an otherwise weirdly secretive process these days compared to the creation of other media like movies, television, or music.

To start off a lot of estimations and scoping of the feature were done by the team, very important work but also not particularly interesting screenshot wise so I’m gonna skip over it and get to when I started doing the implementation. Needless to say all of the images are of older versions with my beautiful placeholder art, thankfully our artists came in and prettied it all up in the current version!

First of all I just wanted a window that showed you some character and when you clicked a button it made that character, to start with everything being random like traits, name and portrait was fine.
View attachment 651316
[image of the initial portrait and button]

Once I had that going I could then start exposing more things to the interface to be modified, I did the left side of the screen first as it makes up the section that doesn’t cost points to change like name and culture selection.
View attachment 651317
[image of wip left side of screen]

From there I set up the layout of the right side of the screen, though I left that to fill out later as part of another task as I wanted to spend time getting the portrait customization working.
View attachment 651318
[image of wip right side of screen]

Adding in all the portrait editing was where a good chunk of time was spent, compared to CK2 our portraits were a lot more complex so just having a few options per category would not work, instead we wanted full sliders for controlling the exact intensity of various genes. Some genes were also mirror of each other, like ear size positive and ear size negative, to make sure they were not two separate sliders or buttons I added in logic so combine them into one slider with the midpoint being zero for both and then scaling the intensity from there.
View attachment 651319
View attachment 651320
[image of initial portrait editing]

This portrait editing led to some bugs to fix such as some vaguely skeleton looking characters missing most of their face from being rendered.
View attachment 651321
[image of horror show clipping face]

After getting all the portrait options setup and working it was then onto the final stage of being able to customise your age and traits and family generation. Thankfully our code was already set up nicely so every character is generated through the same code path, so changing these base values was already unified so it was mostly a matter of tying the UI into doing this in a neat way.
View attachment 651322
[image of right side more finished]

Which led to some fun issues when I used the wrong UI box type and the traits section could grow to be huge if you added to many.
View attachment 651323
[image of traits growing instead of overlapping]

The points now actually mattering meant I needed to fix up our achievement settings to check for that and make sure our characters were known if they came from the ruler designer or not.

With our portraits editable and traits pickable it was then time to make sure that picking a trait which changes the portrait would also show up in game, I had to re-work how the traits were handled for this because the base portrait modifier system wants a character and in the ruler designer we don’t actually have a real character we just have a bunch of raw components needed to make one when we finalize.
Adding this in gave me some absolutely cursed portraits when stacking all the visual illness traits, do not open unless you are ok with some gross looking portraits:
[all sickness trait image]

Finally it was a matter of tidying up some things, fixing a few bugs and adding the last bits of polish to the UI feel. Art had been going through once I had got the core features done and were making the UI look good and remove all my placeholders. After all of that and some QA testing for me to fix those last bugs, so much fun with fixing multiplayer issues, we were all done!

I hope this unveiled a bit about how making a feature happens, it was very high level and I avoided the nitty gritty details of it, but I think it can still be illuminating to see the work and various stages of development that go into making a brand new feature!
it's great. very good job, so it's nice to play it
 
  • 1Like
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Reactions:
Hello everyone and welcome to the 43rd CK3 Dev Diary!

I’m Matthew, one of the Programmers on the CK3 team, and today I am going to talk to you about my little baby from over the past while: the much anticipated Ruler Designer!

As promised during our lead up to release, the Ruler Designer will be a free feature so everyone can dive into creating their own wonderful (or monstrous) custom character!

To create a custom character you must select the play/customize any ruler option in the frontend and then pick the realm you want to replace the ruler of.
View attachment 651286
[picture of front end play or create ruler button]
2_rd_createinlobby-png.651290

[picture of customize ruler button location]

So without further ado, here is what you’ll be greeted with when you open up the Ruler Designer:
View attachment 651296
[picture of the ruler designer when you open it]

I’ll go through it step by step as to how you can set up your custom ruler. The left hand side deals with your base choices: first of all on the top left side we’ve got being able to pick your sex and sexual orientation from the options that appear in game.
View attachment 651297
[picture of top left base info section]

From there you can pick a culture and a faith, they default to those of the character you are replacing but you can open up a collapsible list of the culture groups and religions which contain their related cultures and faiths.
View attachment 651298
[picture of the faith selection list and tooltip]

In the lower left side you can enter your first name and dynasty name, or randomise it based on your culture or, if religious names exist, your faith. You can also randomise your dynasty and realm coat of arms.
View attachment 651299
[picture of lower left with entered text and randomised coat of arms]

To ensure we could release the ruler designer in a timely fashion and offer a deep visual cosmetic system for your characters we took the decision to not spend time on a custom coat of arms designer.
I know this will be a disappointment to some of you, it is to us as well, but we wanted to prioritise giving you all a functional and fun Ruler Designer for the core aspects first.
We currently support randomising the coat of arms instead, the randomisation rules obey our normal coat of arms generation rules so it will be filled with emblems and designs fitting of your faith, culture, and title.

For the CK3 Ruler Designer we decided to move away from the restrictions imposed by the CK2 design as we felt it highly limited your ability to make that custom character that you wanted and wanted a free and open approach. This was something the community also felt as various “Ruler Designer Unlocked” mods for CK2 were consistently popular downloads.
To that end, the points themselves are not a hard limit to your customization and you can exceed them as you wish, but doing so will disallow getting achievements if you would otherwise be able to. But as long as you stay under, and obey the other requirements to get achievements, then you can play with your custom character in achievement runs.
View attachment 651300
[picture of point and breakdown]

Next you can choose your age and character weight, these not only affect the visuals of your character but also have mechanical impacts on the traits you can choose and the health of your character.
View attachment 651301
[picture of age and weight slider effects]

Of course we then move onto the ever important traits selection. Clicking on one of the trait slots opens up a menu showing the various traits in that category such as education or personality traits. Every trait has an associated cost in points, though again there is no hard limit on what you can pick except for mechanical limitations like no childhood traits on adults or picking two traits that are opposites of each other.
View attachment 651302
[picture of trait picker with various traits selected]

You can also modify your character’s base stats if you want that little extra boost in intrigue without wanting to compromise the personality you have built for your character. Increasing your prowess will also increase your physical muscle mass so you can show off your gym gains.

And finally in the bottom right we have the family section which lets you decide whether your created character should start married or with some children. If you do then your children will look like you, and your spouse if they exist, just like they would in normal gameplay.
View attachment 651303
[bottom section family picture]

Speaking of which, no custom character creator would be complete without the ability to customise the appearance of your new ruler!

When you click the change appearance button you are first presented with the ethnicity selection screen. Picking an ethnicity here will randomise within the predefined guidelines of that ethnicity, it doesn’t limit any further customization it just provides the basis.
View attachment 651304
[ethnicity select screen]

Customizing further gets you into the real meat of the portrait creation process, we’ve got over 90 individual genes spread over 7 anatomical groupings to customize your portrait. Ranging from height and skin colour, to your lip definition and profile, the nose tip detail, and the depth of the eye corner. So safe to say a lot of options to choose from when customizing your character!
View attachment 651305
[detail customization screen body section]

View attachment 651306
[detail customization screen facial structure section]

The various sliders allow for customising the “strength” of the gene, which ranges from meaning size to intensity depending on the gene. Some of these options come with specific templates as well, they do a modification in a more binary sense such as changing from having a straight nose profile or a hawked one.
View attachment 651307
View attachment 651308
[straight nose vs hawk nose]

One can also pick from a variety of hair, and beard if male, stylings as well. You can of course also pick your hair colour. Though we do have a limited palette as I was sad to find I couldn’t make my self-insert character quite as ginger as I am in real life, though to be fair nothing is quite that orange.
View attachment 651310
[hair styles]

I think the easiest way to demonstrate it however is a clip of me creating doing a few edits to a character to demonstrate some of the types of changes you can do, you can morph the face to look very different from your randomised baseline if you want to but for this video I kept it to just a few edits.
[video of editing a character portrait]

You can also copy and paste character DNA so you can share it with your friends and the community if you make a particularly awesome, or absolutely cursed, looking character. As a fun tidibt this works even if you change the sex of your character.
View attachment 651313
[copy and paste dna buttons]

And once you are finally done with making your new ruler you hit Finalize and away we go! Into the game with our new custom ruler!
View attachment 651314
View attachment 651315
[picture of in game ruler made in the designer]

All of this is usable in multiplayer as well of course, so you and your friends can create custom rulers in multiplayer games together.

As I said at the beginning of this dev diary, the Ruler Designer will be a free feature in the upcoming 1.2 patch. We are not ready to give an exact release date at this time but the aim is for it to be out before the end of the year.

I hope this has got you excited for creating your own ruler!

Making the Sausage Feature
I thought it would be fun to detail a little bit the process I went through of making a full feature from scratch, to show the various things that go into it from our perspective because making games is an otherwise weirdly secretive process these days compared to the creation of other media like movies, television, or music.

To start off a lot of estimations and scoping of the feature were done by the team, very important work but also not particularly interesting screenshot wise so I’m gonna skip over it and get to when I started doing the implementation. Needless to say all of the images are of older versions with my beautiful placeholder art, thankfully our artists came in and prettied it all up in the current version!

First of all I just wanted a window that showed you some character and when you clicked a button it made that character, to start with everything being random like traits, name and portrait was fine.
View attachment 651316
[image of the initial portrait and button]

Once I had that going I could then start exposing more things to the interface to be modified, I did the left side of the screen first as it makes up the section that doesn’t cost points to change like name and culture selection.
View attachment 651317
[image of wip left side of screen]

From there I set up the layout of the right side of the screen, though I left that to fill out later as part of another task as I wanted to spend time getting the portrait customization working.
View attachment 651318
[image of wip right side of screen]

Adding in all the portrait editing was where a good chunk of time was spent, compared to CK2 our portraits were a lot more complex so just having a few options per category would not work, instead we wanted full sliders for controlling the exact intensity of various genes. Some genes were also mirror of each other, like ear size positive and ear size negative, to make sure they were not two separate sliders or buttons I added in logic so combine them into one slider with the midpoint being zero for both and then scaling the intensity from there.
View attachment 651319
View attachment 651320
[image of initial portrait editing]

This portrait editing led to some bugs to fix such as some vaguely skeleton looking characters missing most of their face from being rendered.
View attachment 651321
[image of horror show clipping face]

After getting all the portrait options setup and working it was then onto the final stage of being able to customise your age and traits and family generation. Thankfully our code was already set up nicely so every character is generated through the same code path, so changing these base values was already unified so it was mostly a matter of tying the UI into doing this in a neat way.
View attachment 651322
[image of right side more finished]

Which led to some fun issues when I used the wrong UI box type and the traits section could grow to be huge if you added to many.
View attachment 651323
[image of traits growing instead of overlapping]

The points now actually mattering meant I needed to fix up our achievement settings to check for that and make sure our characters were known if they came from the ruler designer or not.

With our portraits editable and traits pickable it was then time to make sure that picking a trait which changes the portrait would also show up in game, I had to re-work how the traits were handled for this because the base portrait modifier system wants a character and in the ruler designer we don’t actually have a real character we just have a bunch of raw components needed to make one when we finalize.
Adding this in gave me some absolutely cursed portraits when stacking all the visual illness traits, do not open unless you are ok with some gross looking portraits:
[all sickness trait image]

Finally it was a matter of tidying up some things, fixing a few bugs and adding the last bits of polish to the UI feel. Art had been going through once I had got the core features done and were making the UI look good and remove all my placeholders. After all of that and some QA testing for me to fix those last bugs, so much fun with fixing multiplayer issues, we were all done!

I hope this unveiled a bit about how making a feature happens, it was very high level and I avoided the nitty gritty details of it, but I think it can still be illuminating to see the work and various stages of development that go into making a brand new feature!
Sorry but the COAT of Arms IS one of the most important features, without it makes little sense to release it...
Please wait and release a complete custom ruler designer only when including coat of arms customization .
 
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Sorry but the COAT of Arms IS the most important feature, without it makes little sense to release it...
We've just had this conversation, and the simple fact is that not everyone agrees with you.
 
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Sure lets always agree on feature removal to make the game worst.
First, you're wasting your breath, Paradox are not going to pull the ruler designer from patch 1.2 at this point because that would be incredibly bad PR.

Second, why should the people who care about the ruler designer in general, but don't care very much about the CoA designer part, be forced to wait longer for the parts they do care about?
 
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Sure lets always agree on feature removal to make the game worst.
There is no feature removal. The developer already said:
We don't have any concrete data or timeline for a Coat of Arms designer, but it is definitely something on our list of things we want
 
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Sorry but the COAT of Arms IS one of the most important features, without it makes little sense to release it...
Please wait and release a complete custom ruler designer only when including coat of arms customization .
What purpose would waiting serve? You won't get the CoA designer any sooner just because they wait. All you'll do is prevent people who are happy just to have the ruler designer available from being able to use it. There isn't any value in waiting to release it. We'll get the CoA designer when it's ready either way and not before.
 
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People don't use mods as much as you think as I had plenty people people tell me that without DLC CK2 was not worth playing but had those very people gone on the steam workshop or downloaded mods from other places they could of got a lot of the ideas that went into the lot of DLC for free. The restrictions that were applied to the ruler creator in CK2 were good at at making people understand that every human has bad traits as well as good one's. You have bad traits, I have bad traits, everyone has bad traits and it's so unrealistic to only have a person have super good traits.

I don't think you're understanding the purpose of traits in game, or even in reality. There's plenty of people out there who are Generous, Just, and Honest or whatever. Some of them are even Intelligent, Handsome, and in pretty good shape health wise. Does this mean that they have no negative traits? No. But they don't have to be stupid, scaly, or feeble... or be described as deceitful or greedy because they have "too much going for them".

The characters in game are representing their most forthcoming traits, which easily can all be predominantly positive, or even predominantly negative, just like real life. And seeing how this game CERTAINLY isn't focused on "winning" there's nothing wrong with creating a character that has all good traits, or all bad, or whatever. Because the game doesn't arbitrarily pigeonhole you into a winning the game mentality.

And why you care what other people experience in their own single player game is beyond me. They won't be getting life lessons from you or this game for the most part, it's meant to be enjoyed on a sandbox level.
 
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