2 months
ago -
Frost Giant Studios
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1s | hi this is Tim and I'm excited to share |
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3s | with you a bunch of information about |
4s | storm Gate's very first Early Access |
7s | content update since launching stormgate |
9s | into Early Access we haven't taken our |
11s | foot off the gas at all our team has |
13s | been super hard at work on new features |
16s | and new content that we're excited to |
17s | get in your hands as quickly as possible |
20s | some of the stuff we've been working on |
22s | we've already shared publicly but a |
24s | bunch of the stuff we've been working on |
26s | has not been unveiled yet and we're |
27s | going to be sharing more about it in the |
29s | weeks and months ahead for now for our |
32s | very first content update we've been |
34s | laser focused listening to your voice |
37s | homing in on your feedback and the |
40s | topics that matter the most to you and |
42s | I'm pleased to say our team has cramped |
45s | a ton into this update that I think |
47s | you'll care about so I'm excited to show |
50s | you more let's dive in check this |
53s | out one of the biggest points of |
55s | feedback that we've received so far is |
57s | around our campaign's main character |
59s | Amara we originally built her model to |
62s | look good from an isometric top down |
64s | gameplay perspective with a distant |
66s | camera her body proportions and face |
69s | were exaggerated to read well from long |
72s | distances they weren't up to our |
73s | standards though when viewed up close |
75s | during cut |
77s | scenes so in this update we've recreated |
80s | her with more realistic body proportions |
83s | more detailed hair and a higher quality |
85s | facial mesh overall that's set up for |
87s | lip syncing and face animations in the |
89s | future |
93s | you'll get to see the improved omara |
95s | inar cutcenes that are rendered in |
96s | engine as well as during gameplay but |
99s | we'll still for a temporary period of |
101s | time have the original Amara in our |
104s | pre-rendered interludes which will take |
105s | more time for us to |
108s | update Castiel leaps into battle as our |
111s | second Celestial hero while Celestial is |
114s | traditionally rever animous Castiel is a |
117s | bit of a heretic and he chooses to |
119s | instead collect and weaponize it to |
121s | destroy his |
122s | enemies |
123s | unworthy Castiel sacrifices enemy or |
127s | Allied units alike restoring health and |
129s | building up stacks of damage that can |
131s | persist until death Castiel also brings |
135s | with them the Archos Ark ship an |
137s | improved Ark ship variant that moves |
139s | faster across the map and has unique |
141s | abilities like the powerful Soul Cannon |
143s | judgement is past as our thanks for your |
147s | support Castiel will be free for all |
149s | players who purchase the ultimate Early |
151s | Access pack on steam or the ultimate |
153s | Founders pack on |
155s | Kickstarter we also heard from players |
158s | that they wanted to see visual |
159s | improvements to our maps and |
160s | environments so in this update we've |
162s | worked on our terrain textures |
164s | accentuating the normal maps and |
166s | specular details that you can |
169s | see we've also adjusted the lighting |
172s | position in our levels we previously had |
175s | sunlight casting from the bottom and |
176s | front which had a tendency to flatten |
178s | out a lot of terrain units and structure |
182s | es now lighting and shadows have been |
184s | adjusted on every single map that we |
186s | have to offer more contrast across the |
193s | board environments are a huge part of |
196s | what immerse players into game worlds |
199s | and this is still an area of very active |
203s | development we're also introducing Co-op |
206s | weekly challenges not only has Co-op |
208s | hero progression been sped up over |
210s | overall offering more XP based on kills |
213s | difficulty and duration of your matches |
216s | but now you can earn bonus XP each week |
218s | by winning a match against a rotating |
220s | set of |
221s | mutators mutators can be both positive |
224s | and negative here are a few |
227s | examples ready to blow when an enemy |
230s | unit dies its corpse explodes after 1 |
232s | and 1/2 seconds infantry assault every 2 |
236s | minutes an enemy Barrack spawns |
238s | somewhere on the map you better kill it |
241s | before it unleashes a devastating attack |
243s | wave and before too many Barracks spawn |
245s | to overwhelm your |
246s | forces got to go fast Allied units have |
250s | plus 50% movement speed reconstructed |
254s | when an enemy unit dies it resurrects 2 |
257s | seconds later with 50% Health movement |
259s | speed and attack speed # zombies |
263s | speaking of zombies one of our |
264s | developers made a custom versus map |
266s | called spooky Boneyard where a zombie |
269s | spawns after every unit dies it's |
272s | available in both 1 V1 and 2v2 formats |
276s | in this |
277s | update this nighttime map is a bit |
280s | chaotic and has revealed some unexpected |
282s | strategies so we're eager to get in your |
284s | hands and see how you enjoy |
286s | it we've also added a new versus map |
289s | called Furious resolve your first three |
292s | bases are highly defensible making for |
294s | great macro games with plenty of open |
297s | space in the center for big battles |
301s | we've also made a ton of other |
305s | improvements from audio reworks to |
307s | balance updates and a whole heck of a |
309s | lot more one example is that we're |
311s | tuning a pathfinding feature called push |
313s | priority in the real world bigger things |
316s | naturally don't care about smaller |
317s | things getting in their way so we're |
319s | using push priority to help bigger units |
321s | more naturally and effectively reach |
323s | their |
324s | destination players may be familiar with |
326s | this from the magmod Don's trample |
327s | ability but now some larger units have |
329s | pushed PRI it innately to push friendly |
332s | units aside even if they're locked onto |
333s | a Target on a chaotic Battlefield these |
337s | sorts of interactions being resolved |
339s | more easily and more cleanly can make a |
341s | huge difference on the feel of how units |
343s | are pathfinding through our |
345s | battles additionally for the infernals |
347s | Weavers can now walk over friendly units |
351s | let us know what you think here as we |
352s | hope these two changes together allow |
354s | for more natural control of your |
357s | armies another highly requested feature |
360s | was improved hotkey |
362s | customization players can now change add |
365s | and remove modifiers for hot |
369s | keys there are also a few updates to |
371s | stormgate UI we added area of effect |
374s | targeting indicators to highlight the |
376s | radius of many abilities before you use |
381s | them and a new Option called smart |
384s | attack is now available for moving and |
386s | attack moving using only the mouse |
393s | this is going to be great from an |
394s | accessibility perspective or for people |
397s | who don't want to be using both hands |
399s | while they |
401s | play The Observer and Replay uis have |
405s | also been updated they Now display a |
407s | match timer and observers have the |
409s | ability to display a score for each |
411s | player right in the |
414s | game and lastly if a player is ever |
416s | disconnected from a co-op match they can |
418s | now rejoin that game as long as it's |
421s | still in |
424s | session and I'd like to end this update |
427s | by saying thank you to you the players |
429s | and our community your voices are |
431s | helping to shape stormgate and we |
433s | couldn't be more grateful for you being |
435s | on this journey along with us I'd love |
438s | to encourage anyone who's not already |
439s | part of the conversation to go ahead and |
441s | join us on Discord if you would like to |
443s | leave us a review on steam but to |
445s | participate and to share your thoughts |
447s | on the future of RTS and how to make |
449s | stormgate as as great of a game as |
451s | possible I am looking forward to seeing |
453s | you in battle I hope you really enjoyed |
454s | the update that we have for you |
459s | [Music] |