Stormgate

Stormgate Dev Tracker




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


25 Oct

Comment

Cool survey and nice to see you again, Timetwister =)


23 Oct

Comment

From a design perspective, I have two favorites for two different reasons. It's a total coincidence that they're both Zerg units. Please don't read too much into it!

I wasn't on the team during the initial development of WoL, but the Baneling must have been a very controversial unit. In general, I think there's this idea that people don't like using suicide units; it just doesn't follow the common RTS fantasy of building up the most powerful army possible over time. (For similar reasons, Zagara was thought to be a very risky Co-op Commander.) And yes, I know Scourge were a thing in SC1, but the Baneling was designed to be a core unit in SC2, something players are supposed to interact with in nearly every game.

Though there's certainly some controversy about this unit, especially recently, I think overall, this unit turned out beautifully and certainly exceeded my expectations. After all, it's a key component of one of the most beloved interactions...

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22 Oct

Comment

Originally posted by blade55555

Haha, I can give a more details response here if you're really that curious in case you aren't meming from the chat (sadly I never got to see if they responded to my comment on why).

What makes age of empires a great team game is how you have to work together. Mixing unit compositions, building forward bases together and requires teamwork to win (unless you are just better than the other team).

Some examples off the top of my head. I can go Archers, while my ally can go cavalry. A great combination, especially if we micro well together (if pikemen are going for his cav, I focus the pike, and he'll defend my archers or take out counters to my archers like skirmishers).

Another great thing is you can send resources. Let's say my ally needs x amount of wood for a town center, I can send him it. There's some cheeky strategies where one player funnels all his resources to his partner, who utilizes that extra income to advance faster to other ages and have stronge...

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hi blade55555. we meet again.


21 Oct

Comment

Am I in danger?


20 Oct