![]() There are many plans in the works for programs Frost Giant will run even in Beta (before "launch") and we'll use those programs to learn and build on after launch and beyond. Trevor Housten - Senior Esports Manager: We see competition and esports as a fundamental pillar of the RTS genre. Question: Do you plan an esport cup/league early after launch? So we are at a good starting point with pathfinding, but as one of our top priorities it will continue to be iterated on and tweaked obsessively throughout all of development. Whereas Unreal is a powerful general purpose engine, Snowplay is a highly customized RTS engine which has allowed us to make our pathfinding tailor-fit to our game, which is why it can be incredibly fast. ![]() At this point we have a basic level of pathfinding that is very fast, implemented in our own deterministic engine, called Snowplay, that lives alongside but separate from Unreal. It was an ongoing process rather than just a case of implement it and forget it. Joe Shunk - Lead Client Engineer: Our chief architect, James Anhalt, iterated over pathfinding throughout the entire development of StarCraft II back when he worked at Blizzard. Similar to with pathfinding, this is something that we will be continuously iterating on and improving through launch and beyond, by optimizing how our netcode responds to volatile network conditions, deploying game servers as close to our players as possible and matchmaking players with similar pings together. We are also experimenting with the ability to support a modified form of rollback netcode, which we hope will make our game feel even more responsive, especially in volatile or high ping network conditions. The goal being to minimize the amount of time between a mouse click and seeing results in-game. The other part of responsiveness is networking, on this front Stormgate already performs similarly to SC2 under typical conditions. There are still edge cases (units occasionally getting stuck, giving up) that we will continue to iterate and refine as we continue development. ![]() ![]() Question: At the current pre-alpha state of the game, how close are you to getting to StarCraft 2 levels of fluid pathfinding and responsiveness?Īustin Hudelson - Lead Server Engineer: In our very early pre-pre alpha builds, the unit pathfinding currently feels remarkably similar to SC2, largely thanks to the efforts of our Chief Architect, James Anhalt. Our Lead Narrative Designer, Micky Neilson is incorporating memorable funny lines into the unit response voice sets-he wrote some memorable unit lines in SC2 and WC3.ĭo you have a favorite line you'd like to share with us? Question: Will there be funny voicelines?Īlex Brandon - Audio Director: Humor is most definitely a part of the gameplay loop and a time-honored RTS tradition. There were so many answers that character limit was reached for the post, so I continued in the comments. Here are all the answers from the AMA on r/games. ![]()
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