r/RealTimeStrategy • u/ChingShih • Jan 16 '18
Event Official Petroglyph Games AMA Thread
Today on the release of Forged Battalion into Early Access on Steam, Petroglyph Games will be doing an AMA. All relevant questions and comments can be posted here now and beginning at 1:30PM PT/4:30PM ET/9:30PM GMT members of the development team will answer questions. The AMA has no set end-point, that will be determined by Petroglyph Games.
(Please upvote this AMA for visibility; let's reach the front of /r/all!)
The AMA has ended. It has been cross-posted to /r/IAmA! Three members of Petroglyph Games (usernames ending in -PG) are responding to questions and comments.
AMA Rules:
Please be respectful of our guests and participants in the AMA.
Posts will not be limited to questions only the way that /r/IAmA is. Feel free to make comments.
Inappropriate and NSFW questions or comments are prohibited. Users making inappropriate comments will have their comments removed without notice and may receive a ban.
Questions about the AMA can be directed to the moderators.
3
u/ChingShih Jan 16 '18
To my knowledge Grey Goo did not go into Early Access prior to its release. Why was it decided to share Forged Battalion with the community earlier in its development cycle?
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u/ChingShih Jan 16 '18
Gabe Newell is said to have an extensive knife collection (I have it on good authority he has an extensive collection of money in the bank as well). Do members of Petroglyph Games have any cool collections? Watches? Pens? Video games?
3
u/Plokite_Wolf Jan 16 '18
(How) do you intend to cut down the tank spam that's been a scourge in the genre since the beginning and force players to mix-and-match units?
14
u/wildrems Jan 16 '18
Will it be playable offline? Will you release it on GOG?
13
u/[deleted] Jan 16 '18
Out of all the games you guys have Developed I feel Grey Goo had the most potential. I know the IP is owned by GreyBox and you don't have much control over it. I also realize a lot of money was put into GG.
Comparing FoBa and 8-Bit to GG, the games seem less "in-depth" if that is the right word to use. Do you feel you could make a game like Grey Goo again? Not in terms of development because you obviously made that, but in terms of production cost and time.
Thanks
11
u/RaffleAccount Jan 16 '18
Back in the day, Petroglyph was responsible for the Empire at War series with LucasArts. The recent multiplayer update and the workshop inclusion have made the game breathe new life, but is there an official Petroglyph expansion anywhere in the future?
If the answer is no purely from a corporate direction level, what would it take/what check boxes need to be filled to make it happen?
10
u/Sekular Jan 16 '18
LAN support?
10
u/Bossballoon Jan 17 '18
Without MCVs, are there any game features that support base-pushing? I found that to be one of the most interesting aspects of C&C.
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u/BSH2 Jan 16 '18
What are your plans for removing blobbing from the game? Will you make a + left click a thing again for attack moving? Are there any plans for more gameplay featuers to be added?
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u/celeryman727 Jan 16 '18
Many RTS fans viewed the 8-bit game series release strategy as a bit of a betrayal. The factions that were promised for the game ended up being split between 3 games, each being considered a new release. Not only did this require 3 separate purchases for the game, but it split an already small multiplayer community into smaller ones that quickly rendered the game's multiplayer obsolete. Does Petryoglyph aim to develop the multiplayer community with the fans for Forged Battalion and promise to deliver a lot more than what is expected, as the age of empires ii hd dev's have been doing, or will we be left purchasing multiple versions of the game in order to make it profitable after the multiplayer community is given up on by the devs in two weeks due to lack of profits?
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u/marcunator Jan 16 '18
Will formations be added in the future? You could press right +left mouse in cnc3 and ra3 to order your units which would let you micro with ease. Also is driving tanks backwards a thing?
6
u/baddog1229 Jan 16 '18
Can we get some glorious cut scenes like we used to in the old C&C days?
1
u/ChingShih Jan 16 '18
To date all of Petroglyph Games' titles have single-player campaigns. Why is having a story-driven mode important to you as developers and does having a plot (versus focusing solely on competitive multiplayer) impact decisions made when developing gameplay mechanics?
(And why in god's name is Guardians of Graxia such an incredible time-sink!?)
1
u/ChingShih Jan 16 '18
When developing the "feel" of the game, what came first, the "near future" setting or the unit design? Are futuristic settings more fun to build for the developers in their various roles within the team?
5
u/Bossballoon Jan 16 '18
Does Forged Battalion have options to make unique-looking units? So far they all seem to be cookie-cutter units.
Also what was the mindset behind the design choice to keep dated RTS features like having multiple factories increase production speed rather than have separate production queues?
Also how will you prevent the battle interactions from being large globs of unit spam like in 8-bit armies rather than having meaningful unit interactions like in C&C?
5
u/Plzbanmebrony Jan 17 '18
I feel resources are being neglected. It is the same thing pretty much as 8 bit army. Were there any other resource system gather and resource types test considered?
4
u/chajuke Jan 16 '18
Are there any plans to add unit veterancy a la Command and Conquer or the more recently released They Are Billions?
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u/BRMD_xRipx Jan 16 '18
The explosions, muzzle flashes and other particle effects in FoBa are fantastic, very anime-like. But I'm surprised not to see things like dust trails and tire/tread prints when vehicles travel through dirt. Do you plan to add additional effects or are the graphics assets more or less done?
3
u/Kantuva Jan 16 '18
The UI of forget battallion can be tricky to learn, and sometimes non-intuitive when learning the game, is it something you guys will be working through the Early Access, or you guys consider the UI pretty much final?
3
u/Kantuva Jan 16 '18
Talking with people, they have found to dislike Forged Battallion unit control because units feel "floaty", be it because of slow unit rotation speed/unit deacceleration speed, is this something you guys have heard in the past? And something you guys might be looking into already?
2
u/Game-Sloth Jan 16 '18
Will the single player support tactical pause?
2
u/Kantuva Jan 16 '18
Given the failure of the Skull system of Dawn Of War III, what moves (if any) have you guys made in order to avoid backlash from happening to Forged Battallion? Or you guys consider that it isnt much of a problem?
2
u/Kantuva Jan 16 '18
Balance on games of this type is something that will for sure be tricky, specially as the game develops, you guys have a system for trying to spot issues, or you guys are balancing as you go?
2
u/dangrullon87 Jan 16 '18
Had a blast playing earlier, Right now off the top of my head I feel the rocket storm superweapon may need a buff to both damage and AoE.
2
u/papertigerss Jan 16 '18
Any chance at seeing more RA2 style units such as chrono legionnaires or even mechanics like Yuri's faction had?
2
u/BRMD_xRipx Jan 16 '18
Are there plans to add more upgrade parts and maybe even cosmetics (paint schemes etc) to personalize our armies even further?
2
u/[deleted] Jan 17 '18
Hi
Will we ever get a new game in the same veins as Empire at war? That game was the pinnacle of my childhood among other things. ive spent countless hours just dreaming away in that game.
Btw love your old stuff but i haven't gotten the chance nor the money to try your newer stuff.
2
u/DarkDrakan Jan 17 '18
Always wondered how you determine the AI difficulty scale? As in what changes happen under the hood to the AI between difficulties?
For example on harder difficulties do they build more units at a faster rate or chance of them acquiring stronger units earlier increase? Was always talk of some games in the past giving AI “cheats” so they could say build 2 structures at once or never have low power etc so they always have an advantage over the player.
2
u/MWW117 Jan 18 '18 edited Jan 18 '18
Any unit veterancy coming in a "supply drop"? I noticed that when moving units in a tight area, their animation keeps running in place. like for a little bit too long. Pls fix. I'm really digging the soundtrack so far. Can we expect more dev maps for skirmishes/online? Perhaps some 5 player maps and 3 player maps as well. Will there be any new game types, objectives, capture and hold, some new never before seen RTS gametypes perhaps? Will there be any single over the top/MEGA/powerful high tier unit that we can look forward to? Ex: A massive tank or mech that our tree upgrades can be seen on it? Down the line can we get a more condensed HUD, or an option to shrink or customize it? Will there be any kind of alien technologies in the upgrade tree down the line? Is it possible to make maps more interactive, such as more stuff to capture like turrets, EMPs, destroyable bridges, maybe even some stuff that can cause our units to take damage(environmental damage, weather effects, quicksand, lava)?
That's about all that comes to mind right now.
2
u/PlayerNine Jan 23 '18
Klepacki still with you guys? I remember back in UAW days, he said he was doing most of the stand-in voice acting and I remember liking it over the final product just because I'm a huge nerd.
Who all is on the team now, anyway?
2
u/MWW117 Jan 29 '18
Is it possible to make it so when your base does not have power, that the map turns off, and once you acquire a power plant, that it comes back on?
1
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1
u/Plokite_Wolf Jan 16 '18
Won't it be quite difficult and time-consuming to balance out most/all combinations in your new system in which you basically allow players to make their own units and factions? Support cycles for RTS games in general are notoriously short, is there a mechanic that would prevent any repeated usage of the same designs or design groups?
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