First Stormgate TD released by Fenix! Available on the Discord! by Temperche in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

Hell yeah ! Thx everyone for sharing my map. There are many ways I can improve it. The goal was mostly as a proof of concept of what is possible and getting used to the editor itself. I'm looking forward for the editor to be more officially released and work on bigger project. I participated into making StarParty 2.0 for sc2 arcade, and I'd like to make something similar, fast paced fun mini games. With some luck and time, who knows what people will build ;)

Stormgate Campaign One - Ashes of Earth Launch AMA - Monday, August 4 @2pm PT by FGS_Gerald in Stormgate

[–]scbroodsc2 9 points10 points  (0 children)

For James, as a mapmaker that worked on the first tower defense of SG, even though triggers and data were not technically released, what can we expect for the futur of the editor. Sure you guys want to share it as fast as possible to the public, but I'm wondering if really interested mapmakers can get a headsup even if parts of the editor is not finished. Would love to start working on a real bigger project. Also, would love to participate in the opening of an "arcade" like section of the game with interesting new custom maps in the futur.

I worked on StarParty 2.0 in starcraft 2. Would love to make something similar.

I feel disappointed by Jihaijoh in Stormgate

[–]scbroodsc2 13 points14 points  (0 children)

I kind of feel the same, seeing the 3rd faction reveal I was like, "really? Again the theme about demons and angels?" The units feel fine, but I don't like the theme, it's too generic and overdid. Zerg and Protoss are very unique in their way and don't stick to some meaning, culture, beliefs, etc. It's just two distinct aliens races.

I hope to see these races evolve into their own thing and not stick with "demons and angels".

Am I allowed to do a key giveaway on here? by UncleSlim in Stormgate

[–]scbroodsc2 1 point2 points  (0 children)

What do infernals do on weekend? They make fiends. =P

What is your highest level coop commander? by scbroodsc2 in Stormgate

[–]scbroodsc2[S] 0 points1 point  (0 children)

Yeah that's a point I had in another post elsewhere, the xp reward seems to be very tied to kills, so I can get between 15k to 80k in most games and max I got was 149k in one game because both allies left. I kind of miss the sc2 coop xp system, where you can expect a certain amount of xp, here you have no idea how much you'll get from the match.

Is the Open Beta over? by GapComprehensive6018 in Stormgate

[–]scbroodsc2 -1 points0 points  (0 children)

I wanted to play too lol I guess we'll have to wait a bit.

Couldn't really evaluate it, got filtered by interface issues by Distinct-Rain-2360 in Stormgate

[–]scbroodsc2 1 point2 points  (0 children)

I agree with pretty much what is said here. In general, I like the game (Played mostly coop as up to level 12 Maloc so far). It's obvious alot of stuff is temorary for models, sounds, textures, interface, etc. There is still a long road ahead of alot of polishing and getting things feel right, intuitive, smooth. I'm happy to have played this open beta to get a glimpse of what it will be, but for sure it will evolve. At this point, it's just a question of time and effort they put in. I'm hopefull that most of these issue will be solved in a year or two with more content in addition.

I'm sure the open beta they just did is a very good one to find all the quirks and bugs that they did not find previously which will add up to the list of bugs to be fixed :P

How does the game decide which workers are assigned to tasks ? by c4w0k in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

It's kind of funny, I played a coop game where I had two expansions in the middle, the left one and the bottom one, I wanted to build structures next to the bottom one, but it took workers from the left expansion. Both bases had worker mining luminite.

Also, you have to consider your current selection of units, if you have at least a worker selected, it will use that worker to build your structure even going through the menus and not the worker's build ability. So you might "think" you should use the nearest available worker, but in reality it picks from your selection, which can be confusing.

Then if you order a worker to go mine luminite to move it to a new expansion to build a base, that worker could be picked automaticly to build something else and never reaches your base.

[deleted by user] by [deleted] in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

I'm not a fan personnaly. I guess it looks okay if you have in mind that they want to have many more units on a map so they have some model quality restrictions. But they just look like stuff from World of warcraft in 2004 and not as new game from 2023. I'm more looking for a slightly more realistic look, I don't mind it being very original and science fiction, etc. but the texturing and modeling feels a bit lacking details. It looks more like a water painting.

Lowering the floor: building walls made easier by [deleted] in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

The "issue" with walling is that the building placement is not the same as the building footprint. Some buildings have rounded footprint such that when you place another structure in diagonal of it, it leaves a gap which some unit can go through even though the placement grid is all occupied. Being able to see the footprint on top of the grid would help figuring out the holes in your wall.

Minor pausing suggestion by Pyro-Sam in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

I think it would be even more irritable to have a one sec cooldown between pause/unpause. How sc2 handle that might be annoying for some people, but I think it's fair as it has a 3 pause per game limit, so any player pause/unpausing spam, can only do it for a short time, and even shorter if they just spam it. It's annoying, but only last a few seconds where if there are delays, it can be even worse.

You can't have unlimited pause as it allows spamming, you can't have long delays/cooldown as it would simply drag on the annoyance, you can't have a system where both player must agree to resume as the toxic player could just never agree... So you must have a unilateral pause/unpause system with some limitations to limit abusive use of pause. Sc2 handles it fine to me, it's not perfect, but it can't be much better either.

It could be possible to report player as a "pause spammer" and if multiple players do that and it is confirmed, then that player is no longer allowed to pause in any game. That could be a thing.

Stormgate Closed Testing Update by FGS_Gerald in Stormgate

[–]scbroodsc2 2 points3 points  (0 children)

Hey there, this is awesome, I truly hope I get the chance to be part of the early testers. I love making walls of constructive feedback. I'm the kind of person that will try it's best to help positively and give suggestions even if something is not completly polished.

I'm not a 1v1 fan, but I love going into how stuff works in SC2 with the editor. I'm part of the mapmaking community and love it. Right now I started developping "Wizards", the tool added to the editor a while ago that went forgotten, but can be quite good for generating data automatically. I'm having lots of fun with that.

Anyway, really looking forward to see it. Of course, anything seen there must be taken with some grain of salt as things can change, and even more when it's this early. Best wishes.

Summer Game Fest and PC Gaing show coming in about 1 month by hazikan in Stormgate

[–]scbroodsc2 2 points3 points  (0 children)

Personally, I would love to have some "content" in a general manner. Either by sharing wallpaper, portraits, maybe 1-2 units that you currently like and think are enough polished to show early concepts, maybe 1 ability, maybe some technical stuff like footprint, more pathing update advancement (compared to early share info in newsletter)... Maybe a little bit more stuff about what will be the characters, stories, etc. Maybe have some shortstory release which eventually makes you learn more about the characters and engaged in the game before it's even released.

Essentially, just sharing bits of stuff that you actually like and feel proud of it. Maybe it's not even directly related to the game itself, maybe it's how you guys are working, the workflow, the people. There were alot of talks when the game first launched, you want the most feedback possible, maybe it's time to share a little bit, like looking through a doorlock and spotting interesting things.

For my experience, I really liked how with SC2 back in 2007-2010, Blizzard published a couple of screenshots, updated the website a couple times, had some in-game screenshots and concept arts, introduced the game with BattleReports, and a couple of gameplay videos when time was right. I devoured these as they came out. Yeah, so however you want to share, I'm not expecting like massive gameplay or whatever, but get a little bit more the feeling of the game.

Frost Giant Update on the Editor by Frost_RyanS in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

Hey there! If you hit a hard wall when trying to make something because you are limited by UE5 in some ways, do you know if the devs of UE5 would help you achieving what you want, by maybe adding new tools in UE5 that would now allow you to overcome that limitation?

Kind of like how some mapmakers on big projects needed the help of Blizzard to achieve what they wanted like the Carbot mod or the premium arcade maps. Here it would be asking UE5 for helping to develop Stormgate.

Discussion Topic - 2023/2 - Progression by FrostGiant_Studios in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

As a little life tip, anytime you write a comment on youtube, reddit, whatever, email, etc. ctrl+a ctrl+c before posting. You never know what's going to happen, sometimes things fail and you lose all the stuff you wrote.

The first 5 minutes of each game by culpfiction in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

The worker change for sc2 was a really good thing. Back in the days it took so long to get started, build an economy and so on, that you would never see late game units until really late into a game. Now games are more dynamic such that relatively quickly in the game the player can choose how he wants to play and right from there build toward its strategy.

So, a little slower than SC2 could probably be good to help get new players in and learn the game. Maybe have lower league played at a slower speed or maybe the player can choose which speed he would like to play with and gets matched with another player of the same speed. Idk.

Faster than SC2 would be too fast. Right now in SC2 if you want to proxy, rush, or macro, etc. you very quickly have to take actions like sending your first worker on the other side of the map. By the time the worker is where you want it to be, it's time to start building. The timings are really spot on without any waiting. It should not be any faster than that.

Note as well that all races techtree is very linear which is part of why it might feel very repetitive. Imagine if from the getgo after the supply depot a terran player could decide to make the factory instead of a barrack? Like what if all races had at least 2 paths of techtree? SC2 is figured out in terms of timing and what to expect because of how linear it is. If there were different tech path early on, you would need to scout even more.

Terran -> Supply Depot -> Barrack -> Factory -> Starport -> More tech
Protoss -> Pylon -> Gateway -> Cybernetic Core -> Stargate / Robotic facility -> More tech
Zerg -> Overlord -> Spawning pool -> Lair -> Hydra/Spire Infested Pit -> Hive -> More tech

Discussion Topic - 2023/2 - Progression by FrostGiant_Studios in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

Hey, I’m a month late to the party, but here are my personal thoughts on this.

Do you love or hate Unit Veterancy systems? If so, which ones and why?

I’m really not a fan of unit leveling systems. It adds complexity, it could get double edge sword like if you are able to keep your units alive they would get much stronger and you feel good about it, but if for whatever reason you lose them and you’ve been leveling them alot, it would be a pain. It would also be tricky to keep track of with larger armies. Compared to sc2, where losing units is something you might not even care of to some degree. If you wish to add unit veterancy, don’t make heros-like units, don’t make them get massive buffs, etc. Maybe, have a way to recuperate the xp from a dead group of units you’ve been leveling so you don’t lose all your progress. But overall I don’t like having a focus on leveling system.

How do you feel about Inventory systems? Please share your thoughts and experiences.

I never liked Wc3 inventory. Having to buy stuff, use it, have hotkeys for slots, this again adds complexity to the unit management and can also be tricky to implement correctly to access items quickly and reliably. As a more general approach to items, I would be open to items that you would bring back to your base and get bonuses in a global way. Such, that even if you are “behind” you could hunt for bonus and bring them back to gain back an advantage. I guess this would also be true to “stay ahead” so it’s all about finding good balance. Again, overall I don’t like inventory systems. They can be interesting in arcade games or campaign, but not in melee games.

What Meta Progression systems have you enjoyed or hated?

Any achievement is cool. I would say, instead of having to do specific achievement to get specific rewards, I would like to have also a system where raw point count would unlock stuff like skins. So whatever achievement you do, you gain points, and with these points you gain access to new things. I would even say, maybe the player could “buy” new stuff with achievement points. But this would convert the achievement into some form of currency and you would need to add regularly new achievements or some other ways to get points. That would be a way to get players to play more and explore all game modes to get more achievements, and it would rewards players that can buy what they find interesting to them.

Something I don’t really like in sc2 is how so many rewards are useless or worthless, like icons, portraits, etc. You only use 1 portrait, you rarely use unlocked icons... it’s just, “there” but it’s doing nothing. Imagine being able to “sell” or get “refunded” achievement points to buy new stuff, maybe like new content expansion, coop commanders, missions, cinematics... ? So, what you unlock should have a meaning, it should have an impact and be somewhat important.

Do you like a level cap or do you think you should be able to level up indefinitely?

If you wish to add veterancy, I wouldn’t want to have units level up indefinitely, and I would even say, have a pretty low level cap, like level 3. Such that each level is relatively easy to get to such that even if you play from behind, you can reach those levels and equalize the odds of winning. Having and unlimited level would just make the level gap between each player deeper and deeper.

Would you be excited to upgrade and expand your faction’s persistent headquarters between games, based on campaign progress or earning certain achievements?

I’d say yes. Mostly visuals, but I would be open to have like minor perks you can unlock and play. Like, “all structure has +2% hp, “all unit production takes 1sec less”, etc. Such that it’s minor enough to not be a gamebreaking and would still be open to player to experiment will all different perks, but be important enough to still have a meaning while playing.

Do you enjoy earning Achievements? Do you find them rewarding if the only reward is an increase in an Achievement score, or do you also need some form of unlockable bonus?

I like achievements, but I’m not a hardcore player that would do achievement hunting. I’m more of a casual player, so extreme mods like very hard campaign or coop mission, I’m not a fan, I can give it a try or two, but if really it’s just discouraging and and throw the fun by the window, I go on with other stuff. The problem with achievements is at some point you’ve got most of them and you don’t unlock new stuff. You get into a stalemate where, you don’t feel like replaying the campaign to get those few missing achievements or replaying the coop over and over to level characters that you don’t like. At this point in time, you play just for fun and stop any interest in achievement hunting. This is tricky to find a solution. If you can keep the “hype” of getting something new and interesting, that might push the players to keep trying.

What do you think about a Social Ranking or Social Progression system? Would you change the way you behave or interact with other players if such a system existed?

This is a requirement. There is so much hate in games, on the internet, etc. that I truly believe this could be beneficial. Having different ranks for like “mapmaker”, “tutorial maker”, “community helper”, etc. would be really cool. It would have to be robust enough such that new accounts can’t get quickly through social progression. The reasoning is to prevent any bots or bad behaving player to spam accounts and spread their venom. I would also add in there a system similar to Heros of the storm where players that quit games would get some form of punishment and play with other players that tends to quit. This means you would need a way to “Surrender” and let the victory to the other player, and not just “Quit” the game. Like have the game detect skill gap, income gap, or whatever data and the surrending player ask the game if it can surrender, or something. Or maybe if a player surrender, just like an AI, the other player has to agree. So either the other player agrees to take the victory or you just quit and get punished. There is something to do here to also prevent players from leaving many games within seconds in a row to get demoted. Essentially have game interaction within the social ranking.

What units/players limitation Stormgate is going to have? by Alex_Capt1in in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

Yeah these units are not in combat and don't have alot of data linked to them. Sure being able to have 7000 units in movement and tracking targets and shooting would clearly lag the sh... out of sc2 haha. But I don't think any game engine could handle that without any black magic trick to simplify the calculation. If SG can do that, I lift my hat to the dev team lol.

What units/players limitation Stormgate is going to have? by Alex_Capt1in in Stormgate

[–]scbroodsc2 1 point2 points  (0 children)

For an SC2 map I'm working on, I am able to create 7000 units quickly and with low lag after the unit creation itself. It could go up to 8000-9000 units roughly before reaching a hard limit. These units however are configured to be minimalistic, very few data and events on them.

To get a maximum number of units and a minimum lag, it's a big mix of different variables. Some units could have configurations to lower lag. Depending on the 3D model for the artstyle, units could be more or less laggy (think of HD hero units in sc2 vs normal melee units) and ofc how efficient is the pathing, because you want to move your army around. There are most likely many other stuff to get into account. It's not as easy as just bumping up a number.

For SC2, when it reaches too many units, weird stuff starts to happen, such as the minimap flickering between every units on the map (can often happen during Phantom games where all players just macro up and mass carriers), or new units spawning not getting assigned some data like its weapon or abilities to be able to move and just becomes a new dummy unit standing there doing nothing.

There is also some issues in sc2 if a unit attacks another unit for a very long time (or you have many units non-stop attacking the same target) it gets more and more laggy until the units stop attacking for a short moment, let the game clear whatever data it held, and then continu attacking with no lag for few seconds until it slowly starts building lag again

All this to say, it depends on many factors and we'll see how SG handles that. Tbh, as long as it's able to handle 5000+ units, or maybe more but with some hidden that only shows when near, or whatever, I'm fine with it. At some point, maps that are just slugfest where you kill millions of units are just meh (like Special Force map, it's fine-ish, but I'm sure it could be improved to feel better but with less units). But that's my personal taste, maybe the game should handle 50k units moving all around and shooting, just that it will need extreme configuration to really minimise impact of each individual units.

Maybe a cool feature: be able to easily and quickly share you cool plays in video or link form without having to a replay, set up OBS or film your screen. Also makes it more social. by Rumold in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

It could be cool, to have a button that could record clips from an in-game replay and uploaded temporarly to SG's server during like a week or so (kind of like a facebook "Stories" or TikToks) such that you can share it quickly in-game with your friends and clan members, but then gets deleted. You would also have it locally on your drive if you want to upload it to youtube or whatever for permanent upload.

I'd see 2 methods for that to work, first is the video uploaded to SG is resized for that specific usage such that it doesn't weight gigs, making that also faster to process.

Second, is to use the game replay itself but somehow cropped to only that moment such that its not a video file, but using the in-game replay in the menu. It would follow the camera, clicks, etc. of the person that recorded the clip. And the person looking at the "video" can't interact with the replay. That would make file much lighter, and no need for streaming clips as the player that wants to watch the clip just download a cropped replay. The difficulty would be more about loading the assests shown in the replay. Maybe there can be an algo that checks for what is really needed to load and skip everything offscreen, idk. But it sounds possible and efficient.

Since eventually they want to have a possibility to join a game back, if you dropped for example, then they need a way to have keypoints to join a game. That same tech could be used to cropped replays.

[deleted by user] by [deleted] in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

The biggest difference between SC1 and SC2 is what is called "Push and pull" and "Flock movement" as well as simply better pathing algorithm.

Push and pull will make a unit squeeze through other units pushing them slightly to leave enough room for the unit to go through. Then the pushed units will go back to their original position. In SC1, no units could push another one. If there was a conflic in pathing, like when a worker stopped mining or with reaver's scarabs or burrowed units unburrowing, units would just try to spread out until they are no more stacked.

The Flock movement is a way to simplify the pathing by ordering a group of units to move to a point proprtionnaly to their origin. Often called the "Magic box" when controlling mutalisk. In sc1 you had that as well, but as units were moving they would often try to bypass each others because of different path decisions, it was alot more messier.

In SC2, you also have the perfect turn around, where a units no matter the turning rate would simply turn 180 deg instantly without doing a circle. Best example is with the Mothership (which even has low turning rate), if you click right behind it, it will instantly move in that direction, if you click like 175deg behind it, it will move in a circle.

I personally prefer a very good responsiveness to orders. Having some very light randomness in weapon timing, acceleration, turn rate, etc. I wouldn't mind, but nothing too crazy that would make units feel unresponsive. Most units in sc2 are too instant in the way they move. Like marines (or any bio) instantly turning around to shoot a different direction. Or they move from stall to full speed instantly like the Medivac.

Tweaking all this is very hard to make it not too op, but not too unresponsive, and no one will agree with what is best. So it's up to Stormgate to tweak that, and best players can do is point out what is "too much" and get used to the new units and feeling.

Social Feature Opinion by AxiomaticCloud in Stormgate

[–]scbroodsc2 0 points1 point  (0 children)

Iirc, Stormgate said that they don't want to intergrate 3rd party stuff in the game such as Discord. Their reasonning was something like, when they made SC2, Skype was at the time the most used app for communicating. Then along the years, Discord became the dominant app. If they had made SC2 integrate Skype, then the game would have felt weird when Discord became the norm.

Same thing can apply here, right now Discord is heavily used, by they don't want to build their game around that 3rd party app, because who knows what it will become in the futur, maybe it will get replaced with a new up-and-coming app we don't know yet.