Publisher Sega and developer Amplitude Studios continue their series of developer diaries for upcoming 4X strategy title Humankind, the second one tackling the subject of terrain.
A major element in most ground-based 4X titles, Humankind will feature different terrain types while also bringing some twists of its own to how it impacts gameplay.
Humankind Terrain
“Our objective is to have something that is not necessarily realistic, but that is plausible enough while being stylized and coherent”, Technical Art Director Mathias Gregoire said regarding Humankind’s broad approach to terrain.
“To make the world believable we feel that it was very important for us to give the player a strong shape of the world with flatlands, hilly countrysides and mountain ranges that are clearly distinct”, Lead 3D Programmer Timothée Raulin explains.
Humankind’s terrain is meant to have an impact on the strategies its players end up devising. While your units will be able to climb gentle slopes, steep hills will require a detour.
Terrain also affects line of sight in Humankind. Navigating a valley means your units won’t be able to spot what waits above them.
Different terrain types come with varying temperatures and humidity which determines what vegetation grows on them. Humankind will also feature unique natural wonders which “greatly affect the in-game economy”.
Lastly, terrain will also play a role when it comes to battle, although specific details weren’t shared just yet. You can check out Humankind’s second developer diary below.