Star Wars: Galaxy of Heroes

Star Wars: Galaxy of Heroes Dev Tracker




14 Jul

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Glad this finally got announced! I'll take some credit cause this character was one of my ideas, thought the mix of two characters would make for a pretty fun character both kit wise and art wise.


13 Jul

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Well I am curious about how they're handling the art questions since I was the one handling all of that, haha. I made sure the last Q&A happened before I left so I could handle all the GL art questions and not leave them for the next guy.


12 Jul

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I hate myself (slightly) for noticing each time this pops up that its the wrong art for that event

I dont mind too much, since thats one of my pieces, but still


10 Jul

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Originally posted by ThePlaybook_

What's your take on offering expandability for SWGOH on higher end devices? Bluestacks used to be able to force the game to run at 60 FPS and it felt incredible. As of this update, it's now back to being locked at 30 FPS, feeling like a choppy mess.

There were so many small details I was able to see playing at 60. Small flashes of smoke and bursts of sparks on hit impact, that frankly were never noticeable playing at default settings. The animations looks far better.

I understand trying to optimize the default game for the minimum supported hardware, but there's a wide variety of high end devices now capable of running SWGOH at higher performing settings, I'd imagine.

I'm sure it could be done but I don't think theres such strong demand that would warrant the amount of work involved.

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Originally posted by ThePlaybook_

The topology on Rey's face practically screamed "they're planning to do cinematics" to me, very animation friendly compared to old Rey :P

That wasn't even the intention, but its best to futureproof your topology just in case the possibility opens up in the future. Adding the bones necessary for a facial rig would create too many draw calls and blow up the tech budget (nevermind the time required to animate it). However, I wanted the facial features to be modeled in so the face wouldn't warp in 3/4 view like the old models do, plus, the more topology you have, the better the light reacts to the model (which is a whole other long winded discussion that I wont get into right now)

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Originally posted by Raybron99

I love that you lurk here. That was like 3 QA's worth of info :)

Hey my contributions to the Q&A's were pretty juicy too, so feel free to find them and give them a read :)

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Originally posted by budgetcanoe

Nice! Are character looks or animations part of that?

Depends, remember, I don't work there ;)

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Originally posted by budgetcanoe

So, could you give some thoughts as to what we could expect? That information was all incredible, I’m just not sure how it translates into what may come out

Cinematics should get a nice upgrade once the tools are ready, thats something we were looking forward to. As for the rest ... it depends on what they decide and its not very player facing. A big internal focus on the design side was “making new content is more time consuming than it should be, we need to invest in ways to make more meaningful content faster” and this is a step towards fixing that.

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Originally posted by jgoble15

What’s the polygon count we can expect for this new system?

Updating your engine is not a new system. Unreal 4 to 5 is a new system but thats not what this Unity update is about.

Lets go a bit deeper here, since I miss pontificating about ART.

Let me introduce you to the term “budget” which is an industry standard and we made the mistake of using it once to describe something in the game, making everyone feel like we were talking about $$$. When you make a game you have “x” amount of space and time to put stuff in, if you go over, things break, run slowly, cause delays, game wont even start, etc. Thats called your budget. What determines that budget? Your hardware, your dev team and your engine, pretty much in that order. SWGOH runs on very old devices that cant really do much so it puts a hard cap on the budget, those are called min spec devices and they're the biggest reason why an old game cant have all this fancy tech sh*t new games do have, because new games typically care very little about the min spec the 5 year old c...

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09 Jul

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Worth noting that art wise this update allows for a couple of new tools that make life easier for the art production pipeline, theres not much there thats player facing though.

Its not like suddenly the character models can be 12,000 polygons like in MSF, thats not a thing. Keeping an engine up-to-date is difficult because it always breaks everything so you need to put a lot of time aside because you just don't know what will or wont be compatible between versions and thats what stops most games from jumping to the latest update. Basically the bigger the jump the bigger the risk stuff breaks. This happens to all games though, other companies just don't bother telling you about it ;)


08 Jul

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Thanks for raising this. We have already flagged this as a bug.


07 Jul

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Originally posted by filthylenses

Please get them to make a “visible confusion” debuff

My favorites where the ones for Sion when pain becomes madness and the skull starts screaming. That one was all me and I was not expecting to get it approved like, at all lol

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Originally posted by fighting_cacti

I mean they are all great, but fear in particular will always make me chuckle. That one is gold. I also think of all of them, fracture is iconic but I’m not exactly sure why. That’s a hilarious peak behind the scenes though 😂

Fear was one of the easy ones, that one is straight out of KoToR with a few edits. It was too cool not to use, although we did have to explain it a bit, haha.

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As a fun aside you guys have to idea how hard it is to come up with icons for buffs and debuffs, we give the design team a lot of grief everytime a new one comes up. Like, come on, we already have "rage" and now you want "grief"? Wait what is it now, "ferocity"?? I'm fully expecting "slight displeasure", "temporary contentment" and "rudimentary disagreement" to make it in the game now that I'm not there to yell them about it.

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Mods that are in a loadout can't be sold. If you delete the loadout you should be able to sell the mod.


06 Jul

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Originally posted by jgoble15

Nice! That’s awesome! Feel free to not answer this if it’s not appropriate to ask or answer, but why did you leave? Find something better or just wanted something new? And thanks for all the responses you’ve left in the Q&A’s. It’s been really cool to see the art side of things.

Yeah that's fine, its not a big secret or anything. I loved working at CG, its a great company and I loved my role and my team. However, I haven't lived in my home country of Spain in 20 years and an amazing opportunity came my way so I couldn't refuse, it was time to come back home. Leaving Star Wars behind was really hard and I made sure I did everything I could to leave the team in the best possible shape, seeing the great job they did on the JKL event was very reassuring so I'm super proud of them.

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Originally posted by jgoble15

Sorry, but are you the actual Raging Spaniard or a joke account?

Oh I always wanted to be asked that, thank you.

Ask the mods if you'd like, its a verified account. You can look me up on linkedin, twitter or my own portfolio site and ask through there. I still play the game everyday and Im invested in seeing it continue to do well so thats why Im here and if on occasion I can clear up some stuff, I’ll do so.

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We have flagged this as a bug now. (Couldn't find your old report, sorry).

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The title is called "Old Smoothy" and should be on your list of available titles.

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We have flagged that for review now.

Counters can still happen, that is not a bug.