Stormgate

Stormgate Dev Tracker




16 Nov

Map design, along with healthy faction and unit balance, is one of the most significant factors in maintaining a robust competitive RTS ecosystem. Maps are one way in which RTS games keep matches exciting and fresh. New maps introduce features that may change the way allies or opponents interact, promote the use of a particular strategy, or diminish the effectiveness of other strategies. Builds become more or less effective depending on factors like overall size, rush distance, and starting locations. At the end of the day, maps greatly influence the competitive meta.

In the StarCraft and Warcraft franchises, maps have evolved to include certain staple features that are necessary for maintaining faction balance, such as standardized resource availability, main/natural sizes and layouts, expansion/creep distances, and so on. Certain design elements are targeted towards specific factions, such as hiding spots for Zerg Overlords, limiting Terran’s ability to build in the cente...

Read more External link →

Two months ago, we asked you all for your experiences with social features in games: how you’ve used those features to interact with other players, which features provided you the best experience, and how those features could translate into an RTS game. Now we’d like to share some of the highlights of that thread and our own perspective on many of the topics discussed.

In our original post, we touched on the prevalence of third party platforms, like Discord, Reddit, Twitch, and YouTube, that have enabled communities across gaming titles. As /u/RoxasofXIII pointed out, the developers of these tools are exclusively focused on refining and improving them, so they tend to be streamlined and efficient in their ability to co...

Read more External link →

25 Oct

For those of you following our YouTube channel, we’ve been producing a series of videos designed to give you a sneak peek at our development process. For our next video, however, we’d like to turn the conversation over to you, our community. Since Frost Giant’s launch, you’ve had many questions. Now, we’d like to give you an opportunity to ask the Frost Giant team directly, with answers coming in an upcoming video filmed from ...

Read more External link →

22 Oct

Happy Halloween from the team at Frost Giant! In the spirit of both the season and competition, we're holding a Frost Giant-themed pumpkin decorating contest. We want to see your creativity flow in the form of carvings, paintings, or other art forms, so long as a pumpkin is your medium and Frost Giant your theme! Submissions are due by November 1st and should tag Frost_Giant on Twitter or FrostGiantStudios on Instagram. The winner will be announced the following week and will receive a box of limited edition Frost Giant swag. We look forward to seeing your Frosty Halloween spirit come alive!

https://preview.redd.it/iukggu45l1v71.jpg?width=3840&format=pjpg&auto=webp&s=6bd702c297d2720b46e854abf24cfe6b18e92b01

External link →

03 Sep

Social features are an important part of any game, and RTS is no exception. Features like chat channels and clans are common requests, especially from a community that experienced the absence of many of these features early on in StarCraft II. But what do these features look like today? What other social features excite the community?

Companies like Twitch, Discord, Reddit, and many others around the world have changed the landscape for the way players socialize around games. How does that changing landscape affect the way we should approach social features in a new modern RTS game? What do users expect out of a chat system today, and how can it not only check the boxes to meet those expectations but excel in this new environment? What is the right way to build a clan system that not only manages to co-exist among so many fantastic third-party community-building tools but also capitalizes on all of these new innovations? What is the right approach to supporting voice chat w...

Read more External link →

Hello! We've been busier than ever working on our prototype, so apologies for the delay in the response to our previous topic. That said, once again, it’s time to revisit our last discussion topic, “Win Conditions”. As always, we had a ton of excellent in-depth user posts, and we’d like to especially highlight some of them in this month’s response.

First, /u/Maguro did a great job of breaking down three of the most common win conditions found in modern RTS, which he described as:

  • Annihilation: Destroy all buildings (Warcraft franchise, StarCraft franchise)
  • Assassination: Destroy a key unit or building (Nexus/Ancient/Core in MOBAS, AC...
Read more External link →

11 Jun

How do you win a game of StarCraft? That is a complicated question and the subject of our next topic: Win Conditions in Competitive Modes.

Compared to the objectives of other popular esports titles (kill the nexus, plant the bomb, bring your opponent’s health to zero, score the most points), StarCraft’s objective is vague: in order to win, you have to eliminate all of your opponents’ structures. In practice, this is almost never fulfilled; instead, the true win condition of StarCraft is demoralizing your opponent(s) to the point that they leave the game. Sounds fun, right?

For newer players, this objective can be confusing, as often the best way to achieve that goal is, counterintuitively, to NOT attack your opponents’ buildings. Furthermore, there is no step-by-step methodology to direct players towards the official win condition.

Another challenge of this win condition is that because there’s no concept of points scored, damage done, or towers killed, it c...

Read more External link →

Greetings! It’s been two months since we introduced our last discussion topic, “Teams”. Specifically, we asked you about your experience with team games in RTS and your thoughts on whether we should focus on solo or teams as the primary competitive mode for our game. As always, we received a ton of responses, and the following posts, which did a great job of highlighting the pros and cons of each potential path by aLepH_n0ught, ...

Read more External link →

06 Jun

Comment

Originally posted by Frost_RyanS

Should be coming around in the near future!

To add onto this, they've been written and ready for about a week or so. Just didn't want anything to be crowded out by the recent announcements, and trying to time it with a few moving parts, including the newsletter.


03 Jun

Comment

Originally posted by rewazzu

Just wanted to say that I really enjoyed listening to this podcast. I am a computer science student but never considered working in the games industry until l listened to these guys. Hearing their pathfinding solutions and tweaks to the Astar algorithm, decisions to push units during pathing, and all the reaper pathing issues was super interesting, it makes me want to try and code-up a demo like his yeti maze.

Also, does anyone think there might be a recording of James's GDC talk on unit pathing? I would be super interested in watching it


27 May

Comment

Hey hey. To be clear, the deal announced today was only for the use of the Unreal Engine. We're still a long ways away from making any publishing plans, but we sincerely appreciate the feedback and we'll definitely factor it in when making a decision.


30 Apr

Comment

Good god. Congrats on completing the Co-op campaign!


08 Apr

Concept Artist

Job Description

We're looking for a skilled, experienced, and driven concept artist to help us make our new real-time strategy game a reality.  As part of the Frost Giant Art team, you'll play a pivotal role shaping the creation of our new RTS.  We're a new and tight-knit team with a history of success in the videogame industry.  Because of our small size, everything you work on will have a major impact on the final product, from influencing in-game art, to cinematics, to marketing materials.  There's ...

Read more External link →

24 Mar


23 Mar

Comment

Originally posted by _Spartak_

The absence of WASD controls

This is a good point. However, I think trying to "solve" it by implementing a control scheme that uses WASD for camera movement (not saying you will do that) can do more harm than good. While I wouldn't mind an optional setting for such a control scheme, I think it can be counter-productive to the goal of onboarding players due to its impact on encouraging hotkey use.

While it may seem like hotkey use is a step for the competency to mastery stage, I believe it is actually related to newbie to competency stage. RTS games rarely teach hotkey use (almost all RTS tutorials will tell you to "click on the ... icon to do ..."). I think that can be a contributing factor to why RTS games feel so overwhelming to control. To do better in that regard, an easy-to-learn, intuitive hotkey setup is needed (which is another aspect RTS games have traditionally been terrible at) and that's where using WASD for camera panning will...

Read more

To be clear, the primary purpose of that section was to paint a picture of how RTS might be exotic to newer players. We certainly don't have any plans of implementing WASD controls as the primary way you control movement or the camera.


22 Mar

Comment

We've read everything that's posted on the sub. That being said, it's a lot of content for a small team that's focused on the early stages of building a game. Our current strategy to handle this is to condense the back-and-forth communication to the bi-monthly discussion topics and responses, which in themselves take a fair amount of time to construct.

The discussion so far has been really great and reminds me of the deconstructive RTS essays in the early days of StarCraft II on Teamliquid.


31 Jan

Comment

Originally posted by [deleted]

It was more popular when it was new which isn't a surprise. But it's been out for long enough for people to be bored of it

It's more popular. Source: I'm an ex-dev.


19 Jan

Comment

Thanks for the enthusiasm! We printed a very limited run of the shirts as a thank you/holiday present for some friends of the company who helped us with internal feedback sessions. No current plans to set up a storefront at the moment, but it's something we've definitely talked down the road, especially once we're more settled down with our prototype/game and have staffed up.


25 Nov