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Starcraft 2 Pathfinding made in Unreal Engine 5 | New RTS Zerospace Gameplay Preview 

Brobding Highlights
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ZeroSpace is a new real time strategy game (RTS) among the incoming games like Stormgate, Tempest Rising, and IMMORTAL: Gates of Pyre. Its developed by Starlance Studios, and they have some team members from the Starcraft 2 community such as CatZ. The founder and CTO claims that their technology and pathfinding will match and surpass SC2 's . They also use Unreal Engine like the others.
‪@PlayZeroSpace‬ is their channel
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Send me any interesting stories to cover: Email: brobdingtips@gmail.com
#sc2 #starcraft2 #gaming #gamescom2023

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30 сен 2024

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Комментарии : 42   
@jarreldrakeabugan7937
@jarreldrakeabugan7937 Год назад
Not gonna lie, Zero space is looking better than Stormgate imo..
@BrobdingHighlights
@BrobdingHighlights Год назад
Yeah, they say they have been in development for 3 years and they have all these units... Frost Giant was in development for 3 years and they have only shown a few units unless they are hiding all their development from the public eyes.
@jarreldrakeabugan7937
@jarreldrakeabugan7937 Год назад
@@BrobdingHighlights I also like Zero space's art direction a lot more that Stormgate's LoL-ish aesthetics.
@tomaszachar809
@tomaszachar809 Год назад
On the same ship!
@Nopejams
@Nopejams 10 месяцев назад
FACTS! Im super hype for this game
@WyzrdCat
@WyzrdCat 7 месяцев назад
Command and Conquer looks better than Brood War, yet Brood War is the better game. We don't have nearly enough info to compare these in any remotely meaningful way.
@frumpledpigskin
@frumpledpigskin 11 месяцев назад
I’ll believe it when I see it but I love how they call SC2 “the 14 year old wonder” because that’s what it is.
@romanvernik1968
@romanvernik1968 Год назад
Looks really fun!
@pencilswordfish
@pencilswordfish 29 дней назад
Way too many 'new' RTS fail to invest on the engineering side just to get units to control correctly. That was the core strength of SC2. Coming here from 2024 and seeing Stormgate it's clear they've yet to clear this bar. Many units still control terribly, like the Scout. Compare that to the beauty of Zerg micro and it's a whole generation behind it seems. Hope to see more devs recognize this the same way this Zerospace dev talks about it.
@Manwu5
@Manwu5 Год назад
RTS lover here too! Excellent content bro! We are a very special breed of gamers cause we like to use our brain and skills to hardcore pvp anyone anytime! Super excited about zero space and hope Microsoft gonna save those RTS diamonds from actiblizz like sc2 wc3 and broodwar
@BrobdingHighlights
@BrobdingHighlights Год назад
I hope one of these RTS succeeds but even if Microsoft actually made a RTS it would probably be very cookie-cutter and nothing ground breaking.. it would just be a repeat of Starcraft 2.. but this time we wouldn't have the nostalgia.
@thelaw3536
@thelaw3536 Год назад
It's great to have these capabilities but added usability can also serve to undermine tactical play. Units being blocked; for example, is useful to potentially deny scouting like in sc1. The problem is being smoothed out while retaining the feature for modern players.
@BrobdingHighlights
@BrobdingHighlights Год назад
Yeah i would like bodyblocking in the game hopefully zerospace has it.
@lordlopikong6940
@lordlopikong6940 28 дней назад
Pls focus as well on campaign, teams and Coop.
@Nopejams
@Nopejams 10 месяцев назад
Like surrounding, blocking skill shots you kidding me! This is amazing, and a hero character A+
@lukevictor9835
@lukevictor9835 Год назад
Greatly looking forward to this
@BrobdingHighlights
@BrobdingHighlights Год назад
me too hope it succeeds
@wooodser
@wooodser Год назад
If someone has a link to a good explanation of pathfinding system for multiple units - please let me know. It's really interesting part of game development and self-education as a programmer as well.
@jackriddell4192
@jackriddell4192 11 месяцев назад
I work on Age Of Darkness, another large scale rts. pathfinding techniques differs based on the requirements particularly how dynamic is the terrain, how unique the paths have to be and how many units you need paths for. For Zerospace I assume they are using nav meshes which scale well for mid sized unit counts with semi dynamic maps. For AOD we have much larger unit counts (65,000) and more dynamic maps so we use flow maps (same as age of empires) which scale better with more units and handle dynamic tile maps more efficiently.
@vladislavkaras491
@vladislavkaras491 Год назад
Now that sounds interesting! Thanks for the showing us this video!
@marjimanrts
@marjimanrts Год назад
yes, but just the graphics. It cannot match sc2, not even wc3
@hallos977
@hallos977 Год назад
What?
@BrobdingHighlights
@BrobdingHighlights Год назад
It probably can't beat SC2's single player because judging on appearances it won't have the fancy cinematics that look big budget, but they have a chance to be better then Starcraft 2's gameplay
@buzzlightyearpfp7641
@buzzlightyearpfp7641 Год назад
@@BrobdingHighlights Sc2's super realistic cinematics were nice, but few and far between. I think people would rather have many cinematics that are able to accurately convey the story/world to you, along with giving your actions some meaning, than having some super cool movie-esque eye-candy.
@MarvusPlays
@MarvusPlays Год назад
@@BrobdingHighlights It's not even about the cinematics, but the cohesion of things on screen during gameplay. Judging by the few clips it's a lot jankier, lacking smoothness, less impressive 3D and texturing of units along with the lack of other things that make SC2 beautiful and relevant to this day. RTS is a great genre and I wish the developers great success regardless
@pinkfloyddwc
@pinkfloyddwc Год назад
⁠@@MarvusPlayslooks pretty good to me
@yourwellnesstoday
@yourwellnesstoday Год назад
Graphics is not what makes a great game...
@BrobdingHighlights
@BrobdingHighlights Год назад
you're right , the game design and game loop matters the most
@DanStaal
@DanStaal Год назад
This video isn't about graphics, at least at the main point. Pathfinding is a much lower level system - it's how the units move around, in relation to each other and to things on the map. It's 'If I tell this unit to go there, will it?' at the basic level, and the better it is the better the feel of the game and the better the micro possibilities.
@lordlopikong6940
@lordlopikong6940 28 дней назад
In terms of graphics. It's not graphics that should be considered but art design. And I think zerospace got it's charm. As long as it makes a good pvp game and a good singleplayer experience then it can succeed. If it lacks any of the 2 then it either will die when the servers are shut because multiplayer is dead. Or it's a dead game and is only played for the campaign like iron harvest.
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