over 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 |