New Stormgate Pathing Improvements
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- Опубліковано 9 лют 2025
- 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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Easily some of the best improvements to the game to make in my opinion. Solid progress!
Cant wait until the update where the game wont look like a 2008 moba
@@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?
@@Alexis-iz9km
Originality? thats a fact dude, sorry that offended you. 45 FPS on the 4090 BTW during their free week.
@@PuellaMagiHomuraAkemi The graphics are great, go somewhere else
@@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
Some really fantastic improvements there, just goes to show how incredibly important pathing is.
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
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.
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!
Fun gameplay in an RTS comes down to responsiveness. These are the important things that matter. IYKYK.
@@FrostGiantStudios Flashbacks to dragoons on stairs...
@@kaiiboraka L2P
@@whitneysmiltankGet with the times boomer.
@@KingLich451 I get with the times with just about anything, but I won't defend objectively bad RTS game design decisions.
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.
love the push priority!
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.
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.
Pathing is so important. I am glad you guys are taking the time to make sure its optimal.
wow the last one, the push priority is genius, I wished Ultralisks in SC2 did that instead of getting stuck in the back
Keep the updates coming.
Make the game as intuitive as possible for new comers. We need a good RTS again
Push priority should change when interacting with units that are set to hold position.
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!
This is just amazing. These are the tiny details that make this kind of game an amazing experience.
This improvement was so necessary - Love it !!
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!
I really cannot express how happy this change makes me
This game looks more and more polished every time I see it. Gotta love it
Love to see these updates!
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.
Damn i can't wait for this game to come out. Every update makes me more excited
The improved corner pathing is better especially when there's an enemy force waiting for you right after or even in the corner. Amazing!!
As an infernal player, this is a clear W
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! :)
This will definitely be a God send for those 10,000 unit custom matches!
This. This is my goal with Stormgate, a 10000+ unit custom mode to push the boundaries of the engine 😂
@@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.
Holy geez those are some great updates to pathing and movement for units! Nice little update that eill make a big dofference.
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...
Thank you for your hard work! looking good !
The details that make a game great
Loving what I'm seeing! Can't wait to play the game! Keep up the great work!
That's a great attention to details. Good job!
Push priority sounds amazing!
When I saw a new video of frost giant I thought it was about the third faction...
Our third faction reveal is coming Sunday, June 9 on the PC Gaming Show! Watch it starting at 1PM PT :D
@@FrostGiantStudios That's on my birthday. Yay! lol
best infernal buff so far
i swear the more videos i watch about the game the more i want to play it asap. Guys you're doing great!
this is absolutely incredible! probs to the ones who programmed these systems, this is amazing
That is beyond impressive. I can't even imagine the nightmare that is coding that in.
i love it :D
Fun. Little details add up.
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
That’s actually really huge and not a little detail
I "love" how people starting nitpicking the comment instead of just going with the generally good vibes after reading the room. Peak YT. :P
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
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!
We've come a long way since SC1 Dragoons
These improvements solve so many pain points! Well done Frost Giant engineers
these changes are insane, can't wait to see the lancers with it
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
Good stap, i had so many problems with all the things you showed.
I did not know how much i already felt every game i missed this until i saw this video :D
It's impressive the attention to core mechanics of this game, hope it all comes together at the end as game feel.
This game just keeps getting better
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.
Huge
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.
SOLID !
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
details like these make all the difference
We *need* a deep dive technical session on this discussing the algorithms, showing the code...
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.
This gets me excited for the next beta!
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! 💪🏻
Love these updates
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
The magmadon pathing was killing me so glad to see that addressed
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.
give this man a promotion
Some of the best AI movements I've seen in ages!
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.
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 😀
Huh, I was just recently told about the "A*" algorithm at a programming lecture. And here's an example right away
What's that mean?
Looks really good
really nice!
The push change is really cool, nice change I think
That’s huge!
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
This is gonna be great for people who can micro!
This is HUGE
One big question: Can unit push through other units when they are on hold position?
Looks awesome!
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.
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
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 :)
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.
NICE!!
I’ve noticed StarCraft 2 has these issues, especially in Direct Strike.
Neat - thanks for sharing!
Pretty cool!
neat
Love it
would be interresting to see if some of these would be changable by the player
Very nice.
Sick.
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.
Great improvements
Looks fluid :o are you using flow fields as a base for pathfinding?
Yes, thank you! Funny how some other big name developers couldn't even do this today.
Is this available on IOS/Android?
Exactly
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.
Looks like there will be. I still saw a few fiends getting stuck behind, just not as many.
excellent
Oh, now we know we can't make memes out of poor pathing for a certain unit
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.
nice impressive !
cool!
Love it! Especially after playing some CnC and RA where pathfinding and unit footprints are a nightmare.
That reminds path finding from Command & Conquer Games...
This reminds me of Ultralisks getting stuck behind zerglings