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Stormgate/Frost Giant Megathread - Page 287

Forum Index > General Games
6609 CommentsPost a Reply
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Jeremy Reimer
Profile Blog Joined August 2010
Canada1220 Posts
November 10 2025 03:23 GMT
#5721
On November 10 2025 10:04 ChillFlame wrote:
The question is will CCU reach 100 after the dream patch release (assuming servers will still be up)?


Maybe, assuming the patch comes out at all. Gobsmack can't even say when he can even announce a release date for the patch. All we know is that we might know something about the future of Frost Giant before the end of the year.

I'm thinking November 30 is the actual drop-dead date, because that's when Frost Giant has to start repaying the principal of the $2 million loan they still owe to Silicon Valley Bank.
"Imagination will often carry us to worlds that never were. But without it we go nowhere." -- Carl Sagan
Gargonus
Profile Joined October 2025
41 Posts
November 10 2025 16:41 GMT
#5722
https://www.linkedin.com/posts/tim-morten_spikiness-ive-followed-the-launches-of-activity-7393680773893058561-hKCm/

Still blaming players "short attention span" and "the market".
Never change, Tim !
Gescom
Profile Joined February 2010
Canada3516 Posts
November 10 2025 17:11 GMT
#5723
On November 10 2025 07:36 Jeremy Reimer wrote:
Well, I was super bored and super nosy so I thought I'd scroll through the Frost Giant Offical LinkedIn Page(tm) and just see who is potentially available to work on this mythical patch that's coming any day now. The list of names is literally just the same list of names that you see when clicking on Frost Giant's public page.

I ruled out people with the #OpenToWork tag on their profiles, because they are busy looking for new jobs, not volunteering to keep working for no pay at their old one. I didn't include anyone who currently has another job listed in their profile, or contractors whose job was to do one specific thing, like making a soundtrack, or writing an ebook. I also eliminated any producers, managers, "thought leaders" and such, leaving only people who did actual specific work, like programming or art.

The result was one developer, one server developer, four artists including the UI guy, and zero sound people. Of course any of them could have new jobs and just haven't updated their LinkedIns. But this is the maximum amount of people who could in theory be helping Gobsmack achieve his dream.

[image loading]

This is some next level insanity on your part, and I'm really down with it.
Jaedong Hyuk || Bisu Jangbi || Fantasy Flash
JimmyJRaynor
Profile Blog Joined April 2010
Canada17819 Posts
Last Edited: 2025-11-10 18:15:54
November 10 2025 17:56 GMT
#5724
RV There Yet .. sold millions and was made by 5 guys in 8 weeks. 🇸🇪
Tim is right. There is too much competition that is better at making games than he is.
On November 11 2025 02:11 Gescom wrote:
Show nested quote +
On November 10 2025 07:36 Jeremy Reimer wrote:
Well, I was super bored and super nosy so I thought I'd scroll through the Frost Giant Offical LinkedIn Page(tm) and just see who is potentially available to work on this mythical patch that's coming any day now. The list of names is literally just the same list of names that you see when clicking on Frost Giant's public page.

I ruled out people with the #OpenToWork tag on their profiles, because they are busy looking for new jobs, not volunteering to keep working for no pay at their old one. I didn't include anyone who currently has another job listed in their profile, or contractors whose job was to do one specific thing, like making a soundtrack, or writing an ebook. I also eliminated any producers, managers, "thought leaders" and such, leaving only people who did actual specific work, like programming or art.

The result was one developer, one server developer, four artists including the UI guy, and zero sound people. Of course any of them could have new jobs and just haven't updated their LinkedIns. But this is the maximum amount of people who could in theory be helping Gobsmack achieve his dream.

[image loading]

This is some next level insanity on your part, and I'm really down with it.

I believe in one of his plays Shakespeare wrote "there is truth in madness". King Lear perhaps.

Great research JR!
On November 11 2025 01:41 Gargonus wrote:
https://www.linkedin.com/posts/tim-morten_spikiness-ive-followed-the-launches-of-activity-7393680773893058561-hKCm/

Still blaming players "short attention span" and "the market".
Never change, Tim !

In reply to this I say: who needs a game to be a 14 inning baseball game? Ain't nuttin wrong with 10 minutes of fun and then back to real life.. I reserve patience and bouts of endurance level attention span for real life things. Game time is silly, stupid fun time.

I think Tim takes himself and his 'job' too seriously.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Jeremy Reimer
Profile Blog Joined August 2010
Canada1220 Posts
Last Edited: 2025-11-10 20:00:04
November 10 2025 18:18 GMT
#5725
On November 11 2025 02:11 Gescom wrote:
Show nested quote +
On November 10 2025 07:36 Jeremy Reimer wrote:
Well, I was super bored and super nosy so I thought I'd scroll through the Frost Giant Offical LinkedIn Page(tm) and just see who is potentially available to work on this mythical patch that's coming any day now. The list of names is literally just the same list of names that you see when clicking on Frost Giant's public page.

I ruled out people with the #OpenToWork tag on their profiles, because they are busy looking for new jobs, not volunteering to keep working for no pay at their old one. I didn't include anyone who currently has another job listed in their profile, or contractors whose job was to do one specific thing, like making a soundtrack, or writing an ebook. I also eliminated any producers, managers, "thought leaders" and such, leaving only people who did actual specific work, like programming or art.

The result was one developer, one server developer, four artists including the UI guy, and zero sound people. Of course any of them could have new jobs and just haven't updated their LinkedIns. But this is the maximum amount of people who could in theory be helping Gobsmack achieve his dream.

[image loading]

This is some next level insanity on your part, and I'm really down with it.


Haha, yes it is. I really think the likelihood of any of the developers still being available is near zero. Both candidates are senior people with specific talents that are always in high demand, like machine learning and server coding. This would explain why Gobsmack said the magical update is still waiting on "engineering challenges".

One of the Discord moderators said that he knows for a fact that Frost Giant has not contracted out to offshore developers, dispelling a rumor that seems to have originated on the Discord based on Gobsmack's post about waiting for engineering challenges, which as a statement doesn't make sense if they still had internal developers. Thus, the only remaining conclusion is that they don't have any developers at all, even volunteer ones.

Gobsmack has posted quite a bit about the features in this upcoming patch of his. For example, it supposedly contains the following art changes, which have all been shown in screenshots:

- New textures for the Imp, Hexen, and Shadowflier (all Infernal units)
- New model for the Magmadon
- Slight size adjustments for the Brute, Hellborne, and Imp
- One new (?) flying Celestial unit
- No more team color on the leaves for the Infernal tree building

And the following additional changes:

- Some sort of development on the editor
- Some sort of unknown "cool" thing that Gobsmack has teased: "I haven't been cooking for 3 months just to change some skins!"

He's said the patch definitely does NOT contain the following:
- Team Mayhem, in any form
- Updated Celestial art style, except for that one unit
- Any co-op changes at all

At the end of the day, nobody is going to care about some minor texture updates or one boring new Celestial unit. Everything lives or dies on the "secret Gobsmack mode" that he's so excited about.
"Imagination will often carry us to worlds that never were. But without it we go nowhere." -- Carl Sagan
crablogic
Profile Joined July 2025
29 Posts
November 11 2025 07:12 GMT
#5726
It's Make-A-Wish except the kid is healthy and the thing he likes is terminal.
WombaT
Profile Blog Joined May 2010
Northern Ireland27381 Posts
November 11 2025 07:21 GMT
#5727
On November 11 2025 16:12 crablogic wrote:
It's Make-A-Wish except the kid is healthy and the thing he likes is terminal.

Lmao that’s a great line
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
TL+ Member
Jeremy Reimer
Profile Blog Joined August 2010
Canada1220 Posts
November 11 2025 07:29 GMT
#5728
On November 11 2025 16:12 crablogic wrote:
It's Make-A-Wish except the kid is healthy and the thing he likes is terminal.


LOL
"Imagination will often carry us to worlds that never were. But without it we go nowhere." -- Carl Sagan
Agh
Profile Blog Joined July 2010
United States1104 Posts
November 11 2025 07:53 GMT
#5729
On November 11 2025 16:12 crablogic wrote:
It's Make-A-Wish except the kid is healthy and the thing he likes is terminal.

Pretty good.



Genuinely curious the specifics of why it isn't out yet. If it does end up getting formally battle ace'd down the line hopefully we get the shit flinging fiesta we deserve.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
Last Edited: 2025-11-11 12:58:01
November 11 2025 12:55 GMT
#5730
RV There Yet .. sold millions and was made by 5 guys in 8 weeks. 🇸🇪


Helps that the entire game costs less than a stormgate commander and they released it after developing it instead of a quarter of the way through dev & then abandoning.
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Gargonus
Profile Joined October 2025
41 Posts
Last Edited: 2025-11-11 13:09:00
November 11 2025 13:08 GMT
#5731
Units can be big or small, game is saved.

[image loading]
JimmyJRaynor
Profile Blog Joined April 2010
Canada17819 Posts
Last Edited: 2025-11-11 13:40:25
November 11 2025 13:39 GMT
#5732
On November 11 2025 21:55 Cyro wrote:
Show nested quote +
RV There Yet .. sold millions and was made by 5 guys in 8 weeks. 🇸🇪


Helps that the entire game costs less than a stormgate commander and they released it after developing it instead of a quarter of the way through dev & then abandoning.

The game shows how far game making tools have come. This is the reason there is so much 'competition' and the market is so 'crowded'.

Making games is easier than ever. Making software is easier than ever.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
ChillFlame
Profile Joined August 2024
327 Posts
Last Edited: 2025-11-11 14:12:08
November 11 2025 14:05 GMT
#5733
On November 11 2025 22:39 JimmyJRaynor wrote:
Show nested quote +
On November 11 2025 21:55 Cyro wrote:
RV There Yet .. sold millions and was made by 5 guys in 8 weeks. 🇸🇪


Helps that the entire game costs less than a stormgate commander and they released it after developing it instead of a quarter of the way through dev & then abandoning.

The game shows how far game making tools have come. This is the reason there is so much 'competition' and the market is so 'crowded'.

Making games is easier than ever. Making software is easier than ever.

Every time I hear the argument that videogames are expensive to make nowdays, my blood boils.

I am tired of mentioning the same example with SC1 and clay models.
Yeah, it was easy to make a clay statue, then take pictures from different points, then make it into 3D model without any convenient standardized software, then make it into the sprites. Wanna tilt its hands 15 degrees higher? Well, you know what to do. Make a new statue, repeat all the previous steps.

Dragging the mouse cursor one time in Blender is waaay harder.

The reasons why games are expensive and long to make nowadays are excessive and inefficient bureaucracy and a degenerate "work" culture. People spend more time playing arcade games, or rock climbing, or whatever, than working.
There are other reasons, of course, but these are the most annoying.
ChillFlame
Profile Joined August 2024
327 Posts
Last Edited: 2025-11-11 14:52:06
November 11 2025 14:15 GMT
#5734
Not to mention this is a "AAA" companies' psyop to justify their inefficiency and price increases, but people repeat it like parrots without thinking.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17819 Posts
November 11 2025 15:13 GMT
#5735
On November 11 2025 23:05 ChillFlame wrote:
Show nested quote +
On November 11 2025 22:39 JimmyJRaynor wrote:
On November 11 2025 21:55 Cyro wrote:
RV There Yet .. sold millions and was made by 5 guys in 8 weeks. 🇸🇪


Helps that the entire game costs less than a stormgate commander and they released it after developing it instead of a quarter of the way through dev & then abandoning.

The game shows how far game making tools have come. This is the reason there is so much 'competition' and the market is so 'crowded'.

Making games is easier than ever. Making software is easier than ever.

Every time I hear the argument that videogames are expensive to make nowdays, my blood boils.

my blood does not boil. I just wait for the game to be $5 on Steam. A friend of mine had a blast playing Borderlands3. He picked it up for $0 on the Epic Game Store.

At this point in history, video games are very much.. "pay what you can afford".

Lately, I've been playing "Def Jam Fight For New York". It is a cult classic. There is no way for me to buy it from EA or Sony or MS so I play it on a PS2 emulator for $0.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
ChillFlame
Profile Joined August 2024
327 Posts
Last Edited: 2025-11-11 15:46:31
November 11 2025 15:45 GMT
#5736
On November 12 2025 00:13 JimmyJRaynor wrote:
Show nested quote +
On November 11 2025 23:05 ChillFlame wrote:
On November 11 2025 22:39 JimmyJRaynor wrote:
On November 11 2025 21:55 Cyro wrote:
RV There Yet .. sold millions and was made by 5 guys in 8 weeks. 🇸🇪


Helps that the entire game costs less than a stormgate commander and they released it after developing it instead of a quarter of the way through dev & then abandoning.

The game shows how far game making tools have come. This is the reason there is so much 'competition' and the market is so 'crowded'.

Making games is easier than ever. Making software is easier than ever.

Every time I hear the argument that videogames are expensive to make nowdays, my blood boils.

my blood does not boil. I just wait for the game to be $5 on Steam. A friend of mine had a blast playing Borderlands3. He picked it up for $0 on the Epic Game Store.

At this point in history, video games are very much.. "pay what you can afford".

Lately, I've been playing "Def Jam Fight For New York". It is a cult classic. There is no way for me to buy it from EA or Sony or MS so I play it on a PS2 emulator for $0.

Ah, only if it ended on a high price tag.
Games in 2000 were often $60, which is ~$115 nowadays.
I could live with a high price tag.

The problem is you can't buy a game from a big studio and be sure it will work or will have more than 10 hours of content.

For example, Civ VII ($70), EU5 ($60).
It's a buggy, lagging, crashing mess with no content. Civ 7 was released 9 months ago, and they are still trying to fix it.
They expect you to play ~$200 worth of DLC to get a complete game.

I have to wait until the games get a complete edition before playing.

Why do AAA companies use Steam EA at all? Isn't it a tool for indie devs?
Why do day 1 DLCs exist, and people are ok with it?
JimmyJRaynor
Profile Blog Joined April 2010
Canada17819 Posts
November 11 2025 16:09 GMT
#5737
On November 12 2025 00:45 ChillFlame wrote:
Show nested quote +
On November 12 2025 00:13 JimmyJRaynor wrote:
On November 11 2025 23:05 ChillFlame wrote:
On November 11 2025 22:39 JimmyJRaynor wrote:
On November 11 2025 21:55 Cyro wrote:
RV There Yet .. sold millions and was made by 5 guys in 8 weeks. 🇸🇪


Helps that the entire game costs less than a stormgate commander and they released it after developing it instead of a quarter of the way through dev & then abandoning.

The game shows how far game making tools have come. This is the reason there is so much 'competition' and the market is so 'crowded'.

Making games is easier than ever. Making software is easier than ever.

Every time I hear the argument that videogames are expensive to make nowdays, my blood boils.

my blood does not boil. I just wait for the game to be $5 on Steam. A friend of mine had a blast playing Borderlands3. He picked it up for $0 on the Epic Game Store.

At this point in history, video games are very much.. "pay what you can afford".

Lately, I've been playing "Def Jam Fight For New York". It is a cult classic. There is no way for me to buy it from EA or Sony or MS so I play it on a PS2 emulator for $0.

Ah, only if it ended on a high price tag.
Games in 2000 were often $60, which is ~$115 nowadays.
I could live with a high price tag.

The problem is you can't buy a game from a big studio and be sure it will work or will have more than 10 hours of content.

For example, Civ VII ($70), EU5 ($60).
It's a buggy, lagging, crashing mess with no content. Civ 7 was released 9 months ago, and they are still trying to fix it.
They expect you to play ~$200 worth of DLC to get a complete game.

I have to wait until the games get a complete edition before playing.

Why do AAA companies use Steam EA at all? Isn't it a tool for indie devs?
Why do day 1 DLCs exist, and people are ok with it?

i just play the waiting game and play all time classics. the DLC gets packed in with the main game. For years, i heard all the Halo campaigns were great, but too short. Welp, they are not too short when you pay $20 for 5 Halo games combined into the Master Chief Collection.

The great thing about the all time classics is that there is always a community of very friendly people that are very happy you joined in.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Jeremy Reimer
Profile Blog Joined August 2010
Canada1220 Posts
Last Edited: 2025-11-11 18:39:55
November 11 2025 18:00 GMT
#5738
On November 11 2025 22:08 Gargonus wrote:
Units can be big or small, game is saved.

[image loading]


You know, when the unpaid intern messing around with the abandoned game accidentally blows up the units to Unusual Size, you can really get a sense of how the developers wasted huge amounts of polygons making nondescript, generic, plastic toy-looking units that nobody cared about.
"Imagination will often carry us to worlds that never were. But without it we go nowhere." -- Carl Sagan
ChillFlame
Profile Joined August 2024
327 Posts
Last Edited: 2025-11-11 18:35:13
November 11 2025 18:27 GMT
#5739
On November 12 2025 03:00 Jeremy Reimer wrote:
Show nested quote +
On November 11 2025 22:08 Gargonus wrote:
Units can be big or small, game is saved.

[image loading]


You know, when the unpaid intern messing around with the game accidentally blows up the units to Unusual Size, you can really get a sense of how the developers wasted huge amounts of polygons making nondescript, generic, plastic toy-looking units that nobody cared about.

Also slowing down the performance.
It's very important to explain to your 3D artists that they're making models for an RTS.
Models must be designed to be viewed from a top-down perspective. So units must be distinguishable from that perspective. There shouldn't be too many details on the units' backs or heads. Silhouettes should be different, etc.
The same with animators.

Two examples:
1. W3R models were designed by some Indonesian demigods without that understanding. Units are overburdened with details you can't possibly see without zooming closely. You can't tell a headhunter from a militia, and you get big FPS drops on any PC.

2. HotS models were designed specifically to be seen from top-down. Some models were based on WoW or Overwatch models that you usually see from a 1st or 3rd person. They were changed. Animations were also changed. Tracer spine bends unnaturally if you zoom in closely, because animation is created to be seen from top-down. And it looks better this way.

P.S. Perfection https://www.reddit.com/media?url=https://i.redd.it/vatt3kianoy81.png
ChillFlame
Profile Joined August 2024
327 Posts
November 11 2025 18:45 GMT
#5740
Also, I forgot to mention, they used the wrong materials for the lighting purposes.
It's more like plastic or rubber than skin.
But that's a game-wide problem.
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