about 3 years ago - Frost Giant Studios - Direct link

Transcript (by Youtube)


20s hi
20s i'm tim morton from frost giant studios
23s i know there's been a lot of interest
24s to get an update on our development
26s progress we've still got a lot of big
28s questions ahead
29s but right now we're really just focused
31s on building out a foundation for a new
33s game
34s in this video you're going to hear from
35s members of the art design
37s and engineering teams about what they're
39s currently working on
41s i hope you enjoy the update for me i
44s love
44s focusing on the setting first i love
48s building a game world the reason why
50s setting is important to me
52s is that it is the foundation from which
54s everything else can be made it's hard to
57s decide what factions should be in the
59s game or what units should be in those
61s factions or what gameplay mechanics we
63s should do
63s if we don't really know the setting
65s first we're taking a look back
67s at the previous games in the genre or
69s just previous games as a whole
71s in the space so we have like warcraft 3
73s starcraft 1 starcraft 2 obviously
75s we can look at how games that we think
78s of as
79s like you know the games of our lifetime
81s the games of our childhood
83s they do have some minor flaws and
86s i really wanted to delve into
89s what we could do better right now the
91s art team is myself
92s and two amazing concept artists and
94s we're really focused on one faction
96s currently
97s we're doing a lot of 2d work kind of
100s figuring out the look and the feel
102s and once we establish the visual
104s language of that faction
106s we will then create it in 3d and get it
108s into the game and kind of see what works
110s and what doesn't from a silhouette
111s standpoint and readability
113s at the moment i'm working with the other
114s designers to sort of figure figure
116s through
117s you know the different problems that we
119s need to solve to build the game we want
120s to build
122s but the ux specific components of that
125s are things like the flow of the user
128s through the client
130s the ui that the user uses to interact
132s with the game itself
134s and that includes gray boxing the ui
137s implementation of the ui
138s it could involve art we'll see there's
141s there's a lot of different
142s components to that i was various roles
145s on starcraft 2
146s i was gameplay lead engine lead
150s currently i'm trying to lay the
152s foundation for our
154s deterministic simulation rts have a lot
156s of units
158s they need to be responsive we'll start
161s small and we'll implement
162s unit to unit collision and movement
166s there are about 500 yetis here of
168s various sizes and one large red yeti
170s the yeti splash when they're in
172s collision with another yeti and need to
173s be moved
175s as the large red yeti tries to trample
177s the smaller ones
178s it sets off a chain reaction that is
180s traditionally very expensive on the cpu
182s this is a demo of our physics engine
187s the hardest part about implementing an
188s rts is
190s getting high unit counts and
193s quick responsiveness with those high
196s unit counts
198s and that really requires a whole
200s different style of
202s coding a whole different style of doing
205s networking
205s so far i've sort of been laying the
207s foundations for our
209s network architecture and our network
211s code starting to hook that up to
213s various smaller pieces of our prototype
215s to sort of prove
216s that this foundation is something that
219s we can confidently
220s build the rest of the game on my
223s favorite part of the job is working with
224s a community
226s i love this community this community is
228s like family to me
230s my kids are in this community this
231s community is my family
233s we have a community member nice username
236s who kindly kicked off a subreddit for us
240s and that subreddit has been
242s also amazing incredibly active
247s full of ideas the progress from the
250s community side
252s has been terrific for us i think the
254s challenge
255s is the opportunity we are a small team
257s we're a small studio
259s we just formed the company we've just
261s assembled our initial core crew
263s and we're just beginning development on
265s our game we're able to make technology
266s choices
267s now at the outset that will support the
270s gameplay that we're after and we're able
271s to
272s design gameplay and approach it in a way
274s that is really fresh and is really new
276s we're entering a new phase where we're
278s going to be testing some of our initial
280s ideas by prototyping them
281s in the game where we're going to be
283s building our first units and our first
284s buildings getting our first taste of
286s gameplay and
287s really this is where the magic happens
289s we can really
290s prototype find the fun and then chase
293s that wherever it leads us in order to
295s deliver the best possible game