Project Deios - Phase Three Public - World Maps
Now that we have seen what was in store for this week, we have a bit more of an answer to my question from last week regarding how big the “regions” can be - really big. As Till has explained to me, “Region” and “World” maps are supposed to be closer to different zoom levels of the same map. Till even made sure to follow up with me during the preview phase for World Maps since I was now aware of more information, with the knowledge that I would be passing this new information on to you. As if I haven’t used the word excited enough when talking about Deios, this explanation excited me further. The way they are building things means that depending on the zoom level we are looking at, we will either see vague world scale details like above, or highly detailed images like they showed off last week. It has also been confirmed that landmarks and linked maps will persist on the world map.
I am really curious to see how this all works. One thing that I haven’t figured out how I would do with using Wonderdraft is putting everything together. Right now, I have only been working on one continent, but I have half a dozen other continents in the world of Erylia figured out as a concept and no idea how they will all fit together. One thing that sounds really interesting, if I understand it correctly, is the changing of detail based on zoom level and only rendering what is in the current viewport. If you are a member of our Patreon, you have seen full res versions of the current map of Syvahl. The map is a nearly 4k resolution image with thousands, it not tens of thousands, of trees. I have to keep the trees hidden except when I export the map because of the performance hit my computer takes with them visible.
The developers of DungeonFog are bringing their experiences with map making for tabletop RPGs to Project Deios. Their tools are already designed to create neat and discrete areas that do not overlap or conflict with one another. They allow for selecting individual rooms to change things about them as well as generate modular notes for running a session. They are scaling that up to encompass whole regions and worlds. Their selection and modification tools will also make for easily setting up political boarders and climate zones. Not only will Deios allow for creating political borders and climate zones, but a layer manager will mean working on them separately all on the same map and easily export which areas and types of maps you need at a given time.
We have seen their name attached to the project since the beginning, but this week finally gives us a little peak at World Anvil’s involvement. Project Deios will be closely tied to World Anvil, allowing us to create maps in Deios and export them directly to World Anvil. Hopefully we will also be able to link our World Anvil articles directly to Deios. One interesting thing that has come up in the last week is that I have been doing a relisten to old episodes of the show to get my notes down for a recap. While doing this, I came across a very interesting clip from an episode that was released over a year ago. I brought it up again with Till, and while it wasn’t directly the start of Deios, it did help bring DungeonFog and World Anvil together.
We are only half way through our journey, and already the scale seems like it cannot get any bigger. If you wish to read my thoughts on what has been revealed about Project Deios so far, each reveal has its own blog post. And if you wish to continue following me on this journey, check back every Monday as more of Deios is revealed to us. If this project excites you as much as it excites me, get in on the treasure hunt to get access to each reveal a week early, and come join us in the DungeonFog Discord server where there is a room set up to discuss past reveals, and the one still hidden to the public.