FGS_Gerald

FGS_Gerald



Yesterday

Comment

Originally posted by GameFriend28

Most people want Stormgate to succeed. How can the community contribute in non-financial ways? E.g. code contributions via new features or bug fixes, art, etc

Helpful steps the community could take include being an active contributor to our discussions here and on Discord, playing the game, submitting constructive feedback, inviting your friends to join you for our 1.0 release, and leaving a positive Steam review.

As for more direct contributions to the game, that gets complicated. I’ve personally received many offers from modders to help with our editor, for example, but we’re still a ways away from being ready to put those tools into players’ hands for testing.

Thanks so much for your support!

Comment

Originally posted by Material_Cod_7157

u/FGS_Gerald u/Frost_Jex - with kickstarter, early access behind us what is the next big thang that you're focussing on communicating? 1.0 launch? Or is the focus entirely on gatherinf feedback and communicating each patch like 0.1.0, 0.1.2, 0.2.0 etc?

We plan to continue communicating our development progress, like with our most recent patch notes, the art reveal videos, and dev blog. That said, we are going to put a lot of effort into making our 1.0 launch moment as successful as possible.

Comment

Originally posted by Material_Cod_7157

u/FGS_Gerald u/Frost_Jex Current engagement with content creators appears to be focussed (correctly) on Blizzard RTS creators. Is there any plan for 1.0 to broaden this to other Blizzard franchise creators or even entire other genres?

Eg. Diablo (Rhykker, DM, Quin, Raxx, etc), Hearthstone (Kripp, TrumpSC, Kibler, etc), WoW (sodapoppin, emiru, Asmongold, etc), Overwatch (Fitzyhere, Flats, KarQ, etc)

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Thanks for asking! First, it’s important to recognize the tremendous support we’ve received from RTS content creators. They’ve been amazing.

As for broadening into other “Blizzard game communities,” I feel like we’ve been taking steps in this direction already. MrLlama from the Diablo community (I remember him as MrLlamaSC) did a great interview with Ryan Schutter on our aspirations for the editor. Hearthstone’s Trump (also TrumpSC!) streamed our game during one of our beta reveals. And then of course, Asmongold and Esfand from the WoW community came together for their awesome reveal of our 3P co-op mode, which put our game in front of a big new audience outside of the RTS community. They were all amazing to work with and we’d love to do more.

We’ve had former League of Legends pros and top players from CS also express their support for what we’re building as you’ll find that pro players from many PC genres first fell in love with competitive gaming through RTS.

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Comment

Originally posted by JustABaleenWhale

Haha, I remember seeing his 'First Asian to beat Stormgate' trophy ;P. That's a touching story; thanks for sharing it! He sounds like such a cool guy! And I love his work on Warz! :)

I had that trophy made as a reference to this amazing SNL skit: https://youtu.be/3e0tszep890?si=QJrI-1UXjS61nFCu

Comment

Originally posted by DrumPierre

@ u/Frost_TimM/ 
We just learned the studio has been through some restructuring, can you give us some details about it?
Like what is different about the new organization, etc...

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Comment

Originally posted by JustABaleenWhale

What is your (open to whoever wants to answer this) favourite memory working at Frost Giant so far?

My personal favorite memory was Simu Liu's visit to our studio. I was fully expecting to meet a Hollywood movie star who was just looking for a business opportunity, but I couldn't be more wrong. Simu is a genuine, earnest, and passionate fan of RTS who really wanted to just show his support for a team looking to revive his favorite game genre.

All of our voice actors, including some of the biggest names around, have been tremendously supportive of our game and in working with us in spite of our limited resources. You'll find that many of them have a past connection to RTS and we are lucky to have had their support.

Beyond being an RTS fan, Simu was super warm and kind, too. He brought a giant stack of books for our team, did individual meet-and-greets and took photos with the entire studio, and played an EPIC showmatch against his longtime StarCraft 2v2s partner on one of our earliest prototypes. His skills are legitimate, too--I'm pretty sure he's a masters-l...

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Comment

Originally posted by Karolus2001

How is the Mayhem development going? It's a very ambitious mode with a lot of shakeups thrown in so I wonder whenever development is progressing smoothly or causing some growing pains. What's the initial player feedback? Grimmy doesn't want to snitch >.<

I can share my perspective in being part of the playtests and observing the playtester Discord. The Team Mayhem playtesters have provided us with a lot of helpful feedback and I’d say that testing has been proceeding smoothly and we are seeing meaningful progress. The testers are also producing some solid memes, like this tribute to Albino’s nerf-worthy Kastiel.

https://preview.redd.it/pjn1jyu4y18e1.png?width=1058&format=png&auto=webp&s=a2b68065d2c3dd18be008c090aea62a34864afc5

A bunch of the Frost Giant devs hopped in and played with our testers on patch day and we had a good time--even if it did feel like many of us were figuring things out considering how much has changed since we starte...

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19 Dec

Comment

Originally posted by ThornScolder

The only thing I was looking forward to was Team Mayhem because I'm tired of the stress of 1v1s.

Low and behold, they went back on that. Yes, go ahead and purely focus on the 1v1 side of the game and forget anything else, great stuff guys.

Hey, appreciate the heads up that you feel like we're forgetting Team Mayhem, but this isn't the case. Tim addressed this specifically in the blog.

"Our top development priorities are now crystal clear: the Campaign and Versus (1v1) play (our “moment-to-moment RTS gameplay”), followed immediately by our Team Mayhem mode."

Team Mayhem is still important to us and it's actively being playtested. This is an "order of operations" situation where our foundational modes are being worked on first, but Team Mayhem is next in line.


18 Dec

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Hey, folks. This is not the official question thread--please remember to submit your questions in the thread that'll go live on Thursday!


13 Dec

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Originally posted by Empyrean_Sky

Stormgate Patch and PoE2 just released! I don't think I have time to talk to anyone during the holiday.

My poor kids--they're going to be fatherless for the holidays.


21 Nov

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My 11 year old and his older brothers have all been playing Bloons TD 6 and love it. It's remarkably deep and a great intro to strategy gaming.


07 Nov

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I feel attacked after watching this short. (And so does my own Lancer.)


05 Nov

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+1, great channel, would recommend.


04 Nov

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Thank you for letting us know you're enjoying the progress we're making on co-op!


30 Oct

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Originally posted by DeadWombats

RIP radar dog

F to Pay Respects


29 Oct

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Originally posted by aaabbbbccc

It would be nice if you guys said what you envision creep camps to be in 1v1. Do you want it to be like warcraft 3 where you always prioritize creeping over expanding, or is it supposed to be like sc2 and creeps are just a minor bonus? Or some balance between the two?

I understand you guys are still figuring it out but it would just be nice to know roughly what you are aiming for.

This is a good subject for us to tackle in a dev blog, I think.

Comment
  1. Is there any plan to test basic things like Time To Kill, unit speed, overall pacing of the game or what we have now i set in the stone?

Yes, we are planning to test Time to Kill in an upcoming patch. The thinking now is to slightly reduce the TTK by a notch or two to accelerate combat and see how that feels.

  1. Is there any attempt to redesign Creep Camps or are they set in stone?

Creep Camps are an early design and one we plan to continue experimenting with and refining going forward. We plan to do some work to make these camps fit within our universe more cohesively–what you see now is largely a gameplay placeholder for testing purposes and lacks the visual design and worldbuilding that we’d like them to express in our final iteration.

The rewards they provide and how important they are to the flow of any given match are also areas that we are going to closely examine as development continues.

  1. Is there a pla...
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26 Oct

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Hey u/joemehl, fellow gamer dad here. I hope you enjoy trying the game out with your son. Enabling BuddyBot is a good way to get your kid started as it’ll produce basic units and expand so that he can just space bar to select all army and enjoy the fights.

As some folks already helpfully mentioned, we’re in Early Access and still quite a ways away from being done with the game. I hope you enjoy watching the game grow and improve over time.

Drop me a DM here or on Discord (Gerald) and I’ll send you a code for some of the Heroes. I was unable to message you here.


13 Oct


07 Oct

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Originally posted by Frozen_Death_Knight

Was very fun hearing Gerald walk us through the blog on Discord voice chat. Really liking what I am hearing about Mayhem. A shame it will be a closed Alpha test with only a small amount of players having access to it in 0.2.0, but I suppose it's better that the mode feels ready for the public to play than releasing something way too early like the Campaign.

Great that the mode is not pay2win with all the Heroes being unlocked for the sake of balance.

Also, please explore levelling and character progressions through gameplay with Heroes. I really think it would benefit Co-op as well if Heroes had more power spikes throughout the game to respond to map changes rather than just having everything all at once. It's been the key to what made MOBAs, RPGs, and WarCraft 3 so satisfying to play.

Thanks for listening to my not-so dramatic reading!

I’m glad to see most players seem to agree that we should give the mode more time in development before releasing it to the public. I also appreciate the feedback re: hero progression. I’m sure it’s an area the team will be looking at closely.