"Designer" is a rather vague term; it's my role on Star Control: Origins but it doesn't communicate particularly well what I do on the project. So how do I explain when someone asks me what it is that I do? Professional modder, is what I tell them. I create ships, but I'm not an artist. I create quests, weapons, and transform stars, but I'm not a coder. I work with the in-game ship editor and Adventure Studio, our powerful modding suite for Star Control: Origins. I'm creating content for the
GGTheMachine
Chess is one of oldest strategy games of all time, and the most successful having been passed down across generations for two millennia. Depending on how you define esports, Chess could now be considered one via platforms such as chess.com , with c
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Experiential unit design is the realm of making units and other game components feel different from each other, players have to think completely differently about Siege Tanks and Zerglings because of good experiential unit design. It may sound like a simple topic, but many RTS games have failed due to not executing it properly, resulting in a
[quote who="Ashpire" reply="7" id="3712824"] Another terrific Dev article and continued evidence of the quality of the team behind the game and their dedication to continued improvement. Thanks for all of this work. {I am annoyingly prone to notice grammar tics so just FYI, you want "the importance can’t be overstated ". } [/quote] Ha, edited. Cheers. :D
2.75 is currently in QA testing and will be out soon. The main hold up was our QA team was busy on Galactic Civilizations Intrigue and later Star Control.
[quote who="Chronopolize" reply="2" id="3712617"] I think a quality a balance/design dev needs, more so than understanding of Ashes, is knowledge of design/balance from other RTS's. It's one thing to just fix everything that seems off, it's another to be able to picture things and design a relation between units of two factions. It reminds me of when I played in the Starbow community (an alternately designed sc2 mod) and everyone had ideas, but no-one had a larger grasp of rts
[quote who="RomeoReject" reply="3" id="3711237"] " So what did you think, and what else would you like me to talk about?" I People flock to Starcraft's multiplayer because it's quick - most games average just 12 minutes in length. [/quote] I don't think that's a fair assessment. People flock to Starcraft's multipla
These are cool suggestions but are significant development undertakings. (Why they weren't in the game from the beginning Thanks for suggesting them though. Though, perhaps you're not aware you can select all air units on screen by pressing F3.
[quote who="fantstc1" reply="2" id="3709593"] Just.... urgh... SEQUEL?! [/quote] Relax lol, I didn't say we are making a sequel. whether that comes in the form of small patches, expansions or a sequel.
Hello Ashes fans! **2.75 Update** I've been very active with play testing on the upcoming 2.75 update and it's gone through a few iterations. Thanks to all the community members who have been testing it with me and offering me
[For those lacking context in retrospect, this was posted as an April fools goof.] Unfortunately, the Escalation 2.75 update has been put on hold due to our lead designer, Callum, being attacked by a Kangaroo. In his absence, our intern has stepped in to take over development on Escalation. This is his first update. Updated Map Pool The automatch map pool has been updated to better r
[quote who="satoru1" reply="5" id="3708854"] A 4000 word essay on Sup Com? WHERE IS THIS ESSAY AND WHY ARE MY EYEBALLS NOT READING THIS RIGHT NOW!! [/quote] SOON! I've got a few journals done that will be posted each week.
[quote who="MrPhalanx" reply="4" id="3708403"] And a second question, especially toward Generals Gentlemen: In the real life how big are the PHC or SS units? (I'm interested in the size of Dreadnoughts and Juggernauts , metric units please!) [/quote] I don't know specific measurements, but I would say a frigate is around the size of a car and a Cruiser is
It's well known that RTS suffer from being less accessible than other genres, but I think the reasoning for why is oversimplified and under-analyzed. Most people attribute the accessibility woes of RTS to their steep learning curve, but that's only part of it. If the steep learning curve is such a hurdle, then why are MOBA's like Dota or League of Legends so immensely popular? I
[quote who="fantstc1" reply="3" id="3707884"] Yeah, I hear that, but if people are willing to pay for the extra dev love... well, why is that a problem? [/quote] Unfortunately, it's not as simple as wave a check and get new game features. Though, we are hiring additional developers.
Yeah there's a bug with the DPS tooltip algorithm. Until it's fixed, I wouldn't pay much attention to them.
As I said in the February Dev Journal , our resources is almost entirely going towards Star Control: Origins at this point. Once that is shipped we'll have resources to allocate back onto other projects, but we'll work out a roadmap for what that involves at the time. I'm still working on Ashes but I'm not an engineer so I can't do new features and code changes. That being said, the 2.75 update which h
During my time working on Ashes of the Singularity: Escalation, I have made many new maps and reworked countless of the existing ones. There are recurring characteristics for the changes I make to maps, and criteria that I base most of my maps on, so I thought it would be interesting to articulate what it is that governs my map making and rework process. [[..]] Making maps b
Oh, I nerfed the Reaper damage slightly. Forgot to put that in the notes!
2.75 is now available as a non passworded opt-in.
Regarding the issue of queueing buildings being tedious, that's only because we currently lack the click to drag functionality of say Supreme Commander. Fixing interface problems/limitations is a better solution.
[quote who="fantstc1" reply="1" id="3706999"] I have, for instance, recommended that the metal/gas mining buildings be reduced to a single construct type. [/quote] Yeah this always bothered me. The seperate structures are good but they should be a single button on the build menu.
It's a passworded opt-in. Instructions on how to opt-in are at the top. Next version of this won't be passworded. Edit - It is no longer passworded.
[quote who="fantstc1" reply="1" id="3706730"] I can't say tat I'm a fan of the zeus changes. I use zeus to clear the swarms. They are already only marginally useful, living only long enough to pop a couple of shots. They tend to clear most, but not all of the swarm. I think of the zeus kind of like the tank in starcraft II. They are the hard counter to swarming, forcing opponent to use different strategy. The are already relatively useless against other units, taking 3-4 shots against th