New Stormgate Pathing Improvements

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  • čas přidán 9. 09. 2024
  • One of Frost Giant Studios' engineers, Jason Rupert, breaks down some recent pathing & steering updates we've added to Stormgate. Pathing and steering encompass the "under the hood" tech that get units to move around each other in a way that feels good to the player and reflects the player's intentions--a critical part of what makes an RTS like Stormgate fun to play!
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Komentáře • 230

  • @LowkoTV
    @LowkoTV Před 3 měsíci +580

    Easily some of the best improvements to the game to make in my opinion. Solid progress!

    • @PuellaMagiHomuraAkemi
      @PuellaMagiHomuraAkemi Před 3 měsíci +16

      Cant wait until the update where the game wont look like a 2008 moba

    • @Alexis-iz9km
      @Alexis-iz9km Před 3 měsíci +21

      @@PuellaMagiHomuraAkemi wow you have such originality, if you don't want let a chance to the game why do you look at the video? Let me guess, for the sake of hating, it's the only way you feel interesting?

    • @PuellaMagiHomuraAkemi
      @PuellaMagiHomuraAkemi Před 3 měsíci +3

      @@Alexis-iz9km
      Originality? thats a fact dude, sorry that offended you. 45 FPS on the 4090 BTW during their free week.

    • @mr.leanflakes-highlights1556
      @mr.leanflakes-highlights1556 Před 3 měsíci +5

      @@PuellaMagiHomuraAkemi The graphics are great, go somewhere else

    • @Hekatt1
      @Hekatt1 Před 3 měsíci +1

      @@PuellaMagiHomuraAkemi Dont worry about it, completely fair to say your opinion of the game, though the first comment did come off a bit rude. Personally i dont care about graphics myself and its EA so perhaps they will work on it some more before the release

  • @youknow_nothing
    @youknow_nothing Před 3 měsíci +181

    You know that these people are veterans of the industry, and RTS specifically, when they make a video only about pathing improvement. Keep up the good work!

    • @FrostGiantStudios
      @FrostGiantStudios  Před 3 měsíci +76

      Fun gameplay in an RTS comes down to responsiveness. These are the important things that matter. IYKYK.

    • @kaiiboraka
      @kaiiboraka Před 3 měsíci +16

      @@FrostGiantStudios Flashbacks to dragoons on stairs...

    • @whitneysmiltank
      @whitneysmiltank Před 3 měsíci +1

      @@kaiiboraka L2P

    • @KingLich451
      @KingLich451 Před 3 měsíci

      ​@@whitneysmiltankGet with the times boomer.

    • @whitneysmiltank
      @whitneysmiltank Před 3 měsíci +1

      @@KingLich451 I get with the times with just about anything, but I won't defend objectively bad RTS game design decisions.

  • @Stormgate_Central
    @Stormgate_Central Před 3 měsíci +181

    Some really fantastic improvements there, just goes to show how incredibly important pathing is.

    • @Hekatt1
      @Hekatt1 Před 3 měsíci +1

      Yea, AI of units in all aspects is definetly and am glad is a high priority. Players should be managing the army and tactics/strategy no the units themselves

    • @diglettrio
      @diglettrio Před 3 měsíci

      Worth noting that the avoidance for the surround is not pathing, but local 'steering' overrides to following their calculated path. For anyone getting into this stuff I recommend James Anhalts GDC talk on the subject, from the SC2 release.

  • @SorteKanin
    @SorteKanin Před 3 měsíci +13

    I find the moment at 1:31 really interesting - you can see how the fiends are splitting into lanes to go around the big unit *even before reaching that unit*! Like they don't collide with the big unit, they gently flow around it. It looks much more like what happens in the real world when crowds of people go around an obstacle.

  • @dylanbush000
    @dylanbush000 Před 3 měsíci +104

    love the push priority!

    • @strydant32
      @strydant32 Před 3 měsíci +5

      I know! This is huge. I've never seen something so intention design for an RTS. I'm looking forward to how much more intuitive the melee brawls will end up.

    • @L3monsta
      @L3monsta Před 3 měsíci +3

      Starcraft has had push priority as an (almost) unused mechanic since day 1 and I've always advocated it be granted to the ultralisk with little success.

  • @MerolLord
    @MerolLord Před 3 měsíci +21

    wow the last one, the push priority is genius, I wished Ultralisks in SC2 did that instead of getting stuck in the back

  • @TonyDrecaps
    @TonyDrecaps Před 3 měsíci +63

    Keep the updates coming.
    Make the game as intuitive as possible for new comers. We need a good RTS again

  • @IdealIdeas100
    @IdealIdeas100 Před 3 měsíci +14

    Push priority should change when interacting with units that are set to hold position.

  • @marionettewitch
    @marionettewitch Před 3 měsíci +18

    best infernal buff so far

  • @ardarchic
    @ardarchic Před 3 měsíci +2

    Great job! As a developer of RTS games, I know that these are some of the most difficult tasks in development, especially in multiplayer. Huge respect to the programmers of the Stormgate!

  • @EmperorKarino
    @EmperorKarino Před 3 měsíci +9

    Pathing is so important. I am glad you guys are taking the time to make sure its optimal.

  • @OvenBakedCookie
    @OvenBakedCookie Před 3 měsíci +8

    Good pathing is actually HUGE in RTS. Remember how good it felt going from SC1 to SC2?
    Very pleased to see Stormgate make such improvements! :)

  • @GameDesignThinking
    @GameDesignThinking Před 3 měsíci +12

    This is just amazing. These are the tiny details that make this kind of game an amazing experience.

  • @sop_ness
    @sop_ness Před 3 měsíci +4

    The details that make a game great

  • @tkay42
    @tkay42 Před 3 měsíci +3

    congrats to these improvments!
    I know for myself, pathing can be a real pickel!
    So probs to the engin-devs for the improvments. Looks great!

  • @dieselboy914
    @dieselboy914 Před 3 měsíci +2

    Push Priority is such a natural improvement! Very much lacking in a certain other RTS that I'm tired of playing for over a decade...

  • @Damogron
    @Damogron Před 3 měsíci +6

    As an infernal player, this is a clear W

  • @xydru4365
    @xydru4365 Před 3 měsíci +2

    This game looks more and more polished every time I see it. Gotta love it

  • @RunningBugs
    @RunningBugs Před 3 měsíci +2

    Love to see these updates!

  • @JimmyLazer1337
    @JimmyLazer1337 Před 3 měsíci +2

    This improvement was so necessary - Love it !!

  • @AtrociousNightmare
    @AtrociousNightmare Před 3 měsíci +2

    That is beyond impressive. I can't even imagine the nightmare that is coding that in.

  • @cedriceleazarluna7633
    @cedriceleazarluna7633 Před 3 měsíci +1

    The improved corner pathing is better especially when there's an enemy force waiting for you right after or even in the corner. Amazing!!

  • @Brotoss247
    @Brotoss247 Před 3 měsíci +2

    I really cannot express how happy this change makes me

  • @keenheat3335
    @keenheat3335 Před 3 měsíci +3

    I remember a devlog from C&C tiberium sun had a similar unit pushing issue. I think they solution they come up with is basically temporary reduce the collision radius during movement, then restoring the original radius and spread out when arriving at destination.

  • @abraxas6326
    @abraxas6326 Před 3 měsíci +8

    Damn i can't wait for this game to come out. Every update makes me more excited

  • @KarieSpider
    @KarieSpider Před 3 měsíci +1

    Thank you for your hard work! looking good !

  • @kanadakid147
    @kanadakid147 Před 3 měsíci +6

    Holy geez those are some great updates to pathing and movement for units! Nice little update that eill make a big dofference.

  • @Bagginsess
    @Bagginsess Před 3 měsíci +2

    This will definitely be a God send for those 10,000 unit custom matches!

    • @user-ur4nl6dq2x
      @user-ur4nl6dq2x Před 3 měsíci +1

      This. This is my goal with Stormgate, a 10000+ unit custom mode to push the boundaries of the engine 😂

    • @Bagginsess
      @Bagginsess Před 3 měsíci

      @@user-ur4nl6dq2x while it will be great for custom modes Frost Giant said that you can have 10k units in a regular match with 32 players.

  • @Flakdo2007
    @Flakdo2007 Před 3 měsíci +3

    Push priority sounds amazing!
    When I saw a new video of frost giant I thought it was about the third faction...

    • @FrostGiantStudios
      @FrostGiantStudios  Před 3 měsíci +5

      Our third faction reveal is coming Sunday, June 9 on the PC Gaming Show! Watch it starting at 1PM PT :D

    • @HighLanderPonyYT
      @HighLanderPonyYT Před 3 měsíci +2

      @@FrostGiantStudios That's on my birthday. Yay! lol

  • @MrShikaga
    @MrShikaga Před 3 měsíci

    This!
    One of the reasons SC2 is so satisfying is the fluid movement of the units compared to almost any other strategy game. Keep working on this and you will deliver a game that is enjoyable to compete in

  • @Diger11
    @Diger11 Před 3 měsíci +7

    Good stap, i had so many problems with all the things you showed.

  • @Rerags_
    @Rerags_ Před 3 měsíci +1

    this is absolutely incredible! probs to the ones who programmed these systems, this is amazing

  • @AnsomNi4k
    @AnsomNi4k Před 3 měsíci

    That's a great attention to details. Good job!

  • @e.danielarey5118
    @e.danielarey5118 Před 3 měsíci +26

    Fun. Little details add up.

    • @futurehu9457
      @futurehu9457 Před 3 měsíci +8

      This is not just the "little details", it's one of the critical algorithms that define the next gen RTS and being the hardest ones to improve. There are lots of RTS games that just don't have the smooth pathing like this

    • @st4ndby
      @st4ndby Před 3 měsíci +2

      That’s actually really huge and not a little detail

    • @HighLanderPonyYT
      @HighLanderPonyYT Před 3 měsíci +1

      I "love" how people starting nitpicking the comment instead of just going with the generally good vibes after reading the room. Peak YT. :P

  • @alfonso_d
    @alfonso_d Před 3 měsíci +5

    I'm literally programming pathfinding for my RTS game right now and I'm working hard on trying to fix the first issue you fixed. If you guys can do it, I will too! 💪🏻

  • @nitrusdrexler1189
    @nitrusdrexler1189 Před 3 měsíci +5

    I love how they still polish mechanics even though they already look good, ensuring they make the best product possible. I'm rooting for you Frost Giant Studios!

  • @Jeff-fc7nf
    @Jeff-fc7nf Před 3 měsíci

    So fucking Sick. Feels good to see iterative improvement in gaming software again. Reminds me what it felt like to be a hardcore gamer at 15 years old. Im 40 now.

  • @canebro1
    @canebro1 Před 3 měsíci +2

    This is the kind of thing that absolutely everyone would notice but no one (who hasn't seen this video) would be able to pick up on.

  • @yamilabugattas3895
    @yamilabugattas3895 Před 3 měsíci +3

    Great pathing is what made StarCraft 2 feel modern to me, and I'd say it's what separates a good RTS from a mediocre one. I really appreciate that you are really investing time in making it better.

  • @madarauchiha5267
    @madarauchiha5267 Před 3 měsíci +1

    i swear the more videos i watch about the game the more i want to play it asap. Guys you're doing great!

  • @CivilChev
    @CivilChev Před 3 měsíci

    Loving what I'm seeing! Can't wait to play the game! Keep up the great work!

  • @MasterSwisher
    @MasterSwisher Před 3 měsíci +1

    Some of the best AI movements I've seen in ages!

  • @mickad150
    @mickad150 Před 3 měsíci

    It's always the little things that add up over time, the feel of weapons in FPS's, how spells feel in RPG's and and units control in RTS's. The focus on the feeling of play should always be top priory in any game.

  • @maengduck2
    @maengduck2 Před 3 měsíci +2

    i love it :D

  • @BeoMulf
    @BeoMulf Před 3 měsíci +6

    These improvements solve so many pain points! Well done Frost Giant engineers

  • @human-ft3wk
    @human-ft3wk Před 3 měsíci +1

    give this man a promotion

  • @AllWalkerB
    @AllWalkerB Před 3 měsíci +1

    We've come a long way since SC1 Dragoons

  • @lensketw4718
    @lensketw4718 Před 3 měsíci

    This game just keeps getting better

  • @morkanz6998
    @morkanz6998 Před 2 měsíci

    details like these make all the difference

  • @ChimakaGames
    @ChimakaGames Před 3 měsíci

    Tiny detail in behaviour, that makes an insanely good improvement in gameplay and the feeling of army movement. Now it doesn't look "dumb". I was inspired to make my own RTS, but seeing more and more of ideas being implemented in a real game by absolute pros of industry - hands down.

  • @Eirenarch
    @Eirenarch Před 3 měsíci

    We *need* a deep dive technical session on this discussing the algorithms, showing the code...

  • @HanniRTS
    @HanniRTS Před 3 měsíci

    Great improvement! I had big problems as a infernals players with the pathing and this was one of my main concerns for the future. Now only my skill needs to get better lol

  • @ladydrakka9453
    @ladydrakka9453 Před 3 měsíci

    Massive improvement i really like where stormgate is goin and cant wait to practice my gameplay again, we had such a blast playing the CO-OP and so we eagerly await the day we can make more gameplay vods ! Very lovely and uwu, yes

  • @vlandorrackhum5420
    @vlandorrackhum5420 Před 3 měsíci +4

    these changes are insane, can't wait to see the lancers with it

  • @akramcalisthenics1425
    @akramcalisthenics1425 Před 3 měsíci +2

    SOLID !

  • @HighLanderPonyYT
    @HighLanderPonyYT Před 3 měsíci +2

    Love it! Especially after playing some CnC and RA where pathfinding and unit footprints are a nightmare.

  • @SvenStyle15
    @SvenStyle15 Před 3 měsíci

    I did not know how much i already felt every game i missed this until i saw this video :D

  • @Broockle
    @Broockle Před 3 měsíci +1

    Didn't realize you could speedup slow units this way lmao 😂 Total exploit.
    Seeing the fiends pathfind their way around the magmadons was satisfying as heck tho. I love it 😀

  • @lhalfcube
    @lhalfcube Před 3 měsíci +2

    I can already imagine this beeing used to split groups of units by placing specific other units like the magmadon infront of them and I love it :)

  • @rcshap
    @rcshap Před 3 měsíci

    The magmadon pathing was killing me so glad to see that addressed

  • @unrighteous8745
    @unrighteous8745 Před 3 měsíci

    The surround pathing is a massive improvement. I also think it's really interesting allowing units to push stuff out of the way. I think that's a thing in sc2? but I don't really notice it. In my opinion, the smarter your units are, the better (without just being AI of course).
    Can't wait to play the full release.

  • @Corvus772
    @Corvus772 Před 3 měsíci

    Love these updates

  • @deebambi5567
    @deebambi5567 Před 3 měsíci

    Now that priority is a trait, makes me wonder if any interesting gameplay interactions would emerge from in-game abilities which effect/manipulate it.
    Probably not, but worth experimenting with a bit just for the heck of it

  • @AndresPazSoldan
    @AndresPazSoldan Před 3 měsíci +3

    Looks awesome!

  • @Onlyon2
    @Onlyon2 Před 3 měsíci +3

    Neat - thanks for sharing!

  • @L3monsta
    @L3monsta Před 3 měsíci +1

    Just throwing it out there that starcraft 2 has had push priority as a variable in it since forever and it would be a much better solution to fix ultralisks patching issues than having it walk over units like colossus

  • @user-cb5op9qr3c
    @user-cb5op9qr3c Před 3 měsíci +1

    Huh, I was just recently told about the "A*" algorithm at a programming lecture. And here's an example right away

  • @sc2neatherlingz324
    @sc2neatherlingz324 Před 3 měsíci +1

    Huge

  • @MegaJensen25x
    @MegaJensen25x Před 3 měsíci

    This gets me excited for the next beta!

  • @cadmusvictory4956
    @cadmusvictory4956 Před měsícem

    Wow the pathing is really look good. As long as its not as horrible as SC1 or AOE type of pathing im game for this

  • @sLiv256
    @sLiv256 Před 3 měsíci

    really nice!

  • @eleven2435
    @eleven2435 Před 3 měsíci

    Pretty cool!

  • @Panrogo
    @Panrogo Před 3 měsíci

    This is HUGE

  • @mockduckcompanion
    @mockduckcompanion Před 3 měsíci +2

    Great improvements

  • @TheFrancoBona
    @TheFrancoBona Před 3 měsíci +1

    It's impressive the attention to core mechanics of this game, hope it all comes together at the end as game feel.

  • @TunaFunDev
    @TunaFunDev Před 3 měsíci

    Looks fluid :o are you using flow fields as a base for pathfinding?

  • @WanderingWarg
    @WanderingWarg Před 3 měsíci +1

    The first two changes just look like decreasing the skill difference possible with good micro.
    And with the first change, decreasing defender's or terrain advantage.

  • @AnzumanaTaal
    @AnzumanaTaal Před 3 měsíci

    would be interresting to see if some of these would be changable by the player

  • @saito853
    @saito853 Před 3 měsíci +1

    One big question: Can unit push through other units when they are on hold position?

  • @KaawSauce
    @KaawSauce Před 3 měsíci

    Love it

  • @MajonnasPojken
    @MajonnasPojken Před 3 měsíci +1

    This is proof you guys lisen to the community. I hope you keep doing that and not become like Riot,Valve or any other game company.

  • @unclvinny
    @unclvinny Před 3 měsíci

    This is gonna be great for people who can micro!

  • @SkyFly19853
    @SkyFly19853 Před 3 měsíci

    That reminds path finding from Command & Conquer Games...

  • @ggzii
    @ggzii Před 3 měsíci +2

    Is this available on IOS/Android?

  • @ScBroodSc2
    @ScBroodSc2 Před 3 měsíci

    I think all units should be able to push all other units, except that each unit should have some form of "weight" value, making a large unit be able to easily push small units, but making a small unit be able to slowly push a large one instead of hitting a hard wall.

  • @onEmEmbErstudios
    @onEmEmbErstudios Před 3 měsíci

    Yes, thank you! Funny how some other big name developers couldn't even do this today.

  • @SN.LurkinG
    @SN.LurkinG Před 3 měsíci

    This reminds me of Ultralisks getting stuck behind zerglings

  • @TomThompson
    @TomThompson Před 3 měsíci

    Certainly like the last one where larger units can push smaller but not the reverse. But the others feel like they just take away an avenue for good players to separate themselves from lesser players. It's a skill to micro a good surround and making it just be an a-move feature seems like the wrong direction to go.

  • @vidboy_etc
    @vidboy_etc Před 3 měsíci +5

    for surrounds, is there still a benefit to manually controlling your units for a more efficient surround? or is the ai just going to do everything maximally efficient?
    I still feel like having imperfections in pathing makes for more interesting gameplay.

    • @Manasquid.67
      @Manasquid.67 Před 3 měsíci

      Looks like there will be. I still saw a few fiends getting stuck behind, just not as many.

  • @st4ndby
    @st4ndby Před 3 měsíci

    That’s huge!

  • @DeadLikeMeJ
    @DeadLikeMeJ Před 3 měsíci

    nice impressive !

  • @johnsnake3467
    @johnsnake3467 Před 3 měsíci

    Looks really good

  • @jfmgunner
    @jfmgunner Před 3 měsíci

    Shows you how hard making a game like this is. Imagine how many more untold similar issues the devs tackle everyday. If the game isn't percfect, let's try to remember that while we gripe about it.

  • @Mikefrost_Htet
    @Mikefrost_Htet Před 3 měsíci

    I hope you guys fix Unreal engine crash error while joining the match at release. It's been a long time waiting for a Warcraft's old days feeling.

  • @CashMoneyMoore
    @CashMoneyMoore Před 3 měsíci +1

    The push change is really cool, nice change I think

  • @MrEllifant
    @MrEllifant Před 3 měsíci

    I mean great for a moving but dont make it too easy, microing units is one of the most fun things in rts. We still need some of the Dragoon clunk XD

  • @fergusonja8
    @fergusonja8 Před 3 měsíci

    Nice

  • @IndomitusEsports
    @IndomitusEsports Před 3 měsíci

    cool!

  • @Grumbledookvid
    @Grumbledookvid Před 3 měsíci +1

    neat

  • @CrueKnight
    @CrueKnight Před 3 měsíci

    Thank you so much! I found the pathing so terribly annoying in the beta. This is huge actually.